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The Beyond Heroes Roleplaying Game Book XXV: The Shattered Realms Invasion

Writing and Design: Marco Ferraro

The Book of Shattered Realms Copyright © 2020 Marco Ferraro All Rights Reserved

This is meant as an amateur free fan production. Absolutely no money is generated from it.

Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of LLC in the United States and other countries. © 2018 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Contents Foreword 3 Shattered Realms Chronology 3 Shattered Realms Pre Invasion 14 Shattered Realms Post Invasion 15 Shattered Realms Universe 16 Shattered Realms Sub-Dimensions 17 Shattered Realms Star System 72 Shattered Realms Space 74 Mana Bridges 78 Shattered Realms Forces 78 Earth Post Invasion 87 Races by Realm 91 Creating your own Realm 93 Building a 113 Skyships 139 Probability Champions 153 The Society of the 157 Mana Storms 159 Running an invasion 160 3

Foreword 1. Shattered Realms The Beyond Heroes Role Playing Game is based on a heavily revised derivative Chronology version of the rules system from Although this timeline is for the Advanced Dungeons and Dragons 2nd Shattered Realms, it is presented using edition. It also makes extensive use of the equivalent Earth date for easier the optional point buying system as comparison. presented in the AD&D Player’s Option Skills and Powers book. My primary 3,000,000 BC goal was to make this system usable in The mysterious Creators, appear to be any setting, from to pulp to the first race to dominate space. Their superhero to . trilateral symbols (flowers, stars) are today found on many odd and ancient The Shattered Realms Invasion book is ruins. about what would happen if the various Dungeons and Dragons Realms all 1,254,004 BC existed together in the same universe and The Creators known as Paladine, Gilean, then collectively attempted to invade and ascend into ‘godhood’. earth. Paladine and his companions become the Gods of Light. Takhisis and her This book explains the invasion timeline, companions become the Gods of describes the various worlds and its Darkness. Gilean and his companions inhabitants, the invading armies, the become the Gods of Balance. Reorx resistance on earth and each world and shapes Krynn and the first dragons under how the infusion of additional mana the guidance of Paladine and Takhisis. changes modern earth. The other gods, excluding Chaos, aid in The various Dungeons and Dragons the creation of Krynn as a habitable worlds presented within are my versions world. Takhisis corrupts the first dragons of them and as such different to the in her image, creating the first chromatic canon versions. dragons: red, blue, black, green, and white.

A grief-stricken Paladine asks Reorx to craft monuments to his lost children. Paladine gives life to these monuments, thus creating the first metallic dragons: gold, silver, copper, bronze, and brass. Takhisis's treachery causes a great on Krynn known as the All-Dragons War.

The gods withdraw from Krynn before their war destroys the world. The Gods of Light build the Dome of Creation, the Gods of Darkness create the Abyss, and 4 the Gods of Balance create the Hidden differences and restore the peace among Vale. the .

The three pantheons discover the On Krynn build an empire with potential of the stars, and the All-Saints captured human slaves. The major cities War begins. For the most part the war are Kern to the east, Narakid to the takes place far from any planets. north, Daltigar to the far west, Parlathin to the northwest, and Blöten Khalkist in 100,000 BC the centre. The first Dragons are able to create a dimensional gate to Earth and some 5318 BC migrate there. The Fifth Crown War ends with the utter defeat of the Vyshaan and the 14,000 BC dissolution of Aryvandaar. Much of the The Thri-kreen, descendants of the High Forest is abandoned for an age, Creators achieve space travel. The leaving the forest open so the gods might Creators are already disappearing, their restore its peace. The madness of the memory preserved in thri-kreen legends Vyshaan clan compelled even their most and the artifacts and ruins left behind. fervent followers to abandon them Ogres begin claiming the mountains of before all the elves lay dead at their Krynn. Elves withdraw to the forests. hands. Humans take to the plains. Gnomes claim the plains of the continent of While the final fate of the Vyshaan elves Taladas. is not recorded, most Tel'Quessir believe them dead and executed at the hands of 8318 to 5318 BC Elven Court. Still, some rebellious elves The Crown Wars are fought between the across the centuries whisper tales of the various Elven nations on Abeir Toril. four sons of Vyshaan who escaped to the They are initiated primarily by the Gold west and to the stars to quietly marshal Vyshaan clan, rulers of the elven their strength and await such a time as kingdom of Aryvandaar in the High they could return in glory to Faerun. Forest of northern Faerun 4041 BC 6318 BC The 'People of the Celestial Mantis', a On Toril Corellon's magic, as directed thri-kreen nation, dominate a section of through his priests and High Mages, the aether. They are the dominant sect in transforms the dark elves, whether the the thri-kreen religion, worshipping the corrupt Ilythiiri or others, into the . Mantis God of the Eternal Lotus. They Whether by magic or by the weaknesses launch an unsuccessful crusade against that banish them from the sunlit lands, other races and faiths, trying to force all drow retreat within two months' them into following the Eternal Lotus passing into the . Elves are teachings. Their crusade is unsuccessful, summoned by the Seldarine to the site breaking their domination of that becomes Elven Court one month and causing the rise of more moderate after the Descent of the Drow, to settle sects devoted to the Mantis God. 5

On Krynn as ogres embrace cruelty, centuries of conquest. They begin humans rise up to slay their masters. delving into the lore of the Ancient civilization slowly decays. Ogres Creators with the result is the discovery deform into strong brutes. Giants, of 'Sun Magic' which powers the crystal , half-ogres, and ogre mages ships and citadels of the Antilans, as become more widespread. well as providing spells of devastating power. 3171 BC A flight of Dragons attacks the Elven 45 BC island of Evermeet. The Ruathimaer The Dark Oliphant, an ogre destroy it, though the fleet of mammothship, was a scourge of the void Ruathimaer is destroyed as well and long after the Unhuman War ended. must be rebuilt. Over a long career it was credited with defeating a score of elvish warships, as 2647 BC well as single-handedly destroying two Over a hundred elven vessels crush an elven armadas. It is finally brought to orcish fleet of fifty ships. This was the bay by the Imperial Elven Fleet and its first major event and largest battle of the helm is destroyed by an elven mage First Unhuman War. teleporting into the helmroom with a lit barrel of smokepowder. 1663 BC Destruction of the planet Ctholos by the 10 BC elven . The remains of this planet Cloaking Helms become available for form the asteroid field on the outer edges sale through the Arcane. Developed by a of the star system. team of Arcane and wizards of no small measure, Cloaking Helms were 685 BC developed ostensibly for the Seekers to The Cataclysm of Krynn. The arrogance aid them in their surreptitious of the Kingpriest of Istar causes the information gathering. Gods of Krynn to send a massive asteroid strike against Krynn. Krynnish Of course, Cloaking Helms come into society is shattered for centuries, and the high demand with militaristic gods abandon Krynn. movements across the stars. As word leaks out of these new helms, assassins 469 BC appeared virtually overnight, slaying A powerful , Dukagsh, sees his fleet many of the wizards involved in their destroyed and scattered by the elves. creation. Those few who survived are Organizing the remnants of the fleet, he scattered about the stars, reclusive as declares himself Almighty Leader of the many wizards are. survivors and flees to distant spheres, collecting other ships as he goes. 21 AD Takhisis flees the pantheon war to begin 47 BC recruiting agents for herself on Krynn. The Tentacle Wars between the Antilan Primary amongst them is , a Empire and the . The Antilans fallen Knight. suffer their first major defeats after 6

332 – 337 AD 1204 AD Takhisis begins the war of the lance on Takhisis and Strahd sent their demonic Krynn as part of her bid to conquer the armies out to each world. At first their planet. When the War of the Lance armies are victorious. On Athas they erupts, the Heroes of the Lance fight capture seven of the nine city states. back against Takhisis, leading to the defeat of her armies at several fronts and 1205 AD her total defeat at Neraka when Berem, The Athasian armies rally and begin the Everman and the secret to either pushing back, recapturing most of their Takhisis's final defeat or success, is cities. The demonic armies also begin to allowed to die. Takhisis is banished to lose ground on Krynn, Abeir Toril, the realm of . , , Oerth, Cthon, Aebrynis, and Gamma. Only Abysmal 492 AD falls to Takhisis. The use of Spelljammer vessels declines to the point that only Abeir Toril and 1207 AD Eberron maintain any ships. Facing defeat on nearly every planet except Abysmal, Takhisis unleashes a 541 AD new, untested meta spell with After many years of war in Ravenloft, devastating consequences; Tahkhisis and Count Strahd von On Athas, it pulls all the ocean water Zarovich form an alliance. into space, desolates the lands, and turns the world into a savage, desert 999 AD wasteland. Takhisis and Strahd conquer Ravenloft. Finding a weak point in the dimensional On Cthon, over the course of a few barrier, they are able to physically months the surface is plunged into an manifest part of Ravenloft on the planet extreme ice age, forcing the majority of Dis. This allows them to reenter the its inhabitants to move underground. prime material plane, along with an On Gamma, a rift opens up directly into army of demons. Ravenloft allowing alien horrors to come through. The various nations fire their all 1024 AD the world’s above surface nuclear All of Dis has been conqurered and its weapons into the rift in an attempt to entire population slain to feed Takhisis’ close it. The fallout plunges the planet magic. into a nuclear winter.

1168 AD On Abeir Toril, Aebrynis, Eberron, An ancient Creators’ magitech portal is Krynn, Mystara and Oerth a quarter of discovered by Strahd on Dis and the populations simply vanish (including activated. The portal can connect with parts of the demon army). other portals which are present on each of the other Shattered Realms planets. 1208 AD Scouting forces are sent to each planet. In the wake of the devastating magic cast by Takhisis, all worlds now surrender. Takhisis places regents in 7 power on each planet who administer it Attempts to enter the planets fail; on her behalf. Firefall because the flames destroy the On Athas it is Balaur the Dragon of vessel, and Krule because the water Athas. pressure crushes the ship. On Abeir Toril it is Tiamat. On Aebrynis it is Bane. 1386 AD On Abysmal it is Moerus. 3 Spelljammer vessels are sent to the On Cthon it is the . Asteroid field. None return. On Eberron it is Vol. On Gamma it is the Heuristic Algorithim 1464 AD Lifeform. A way is found for the portal on Dis to On Mystara it is Atsanteotl. connect to another universe; the On Oerth it is Skelegore. dimension F17 and the world of Takhisis moves to Krynn and makes it Palladia. Takhisis sends her demon the capital of her empire. Strahd remains armies through. on Dis as its ruler. The portals remain under the control of her armies. 1474 AD After a ten year war Palladia is defeated. 1215 AD Its resources are then stripped and Underground resistance forces appear on gatewayed back to the Realms. It is each world. Takhisis’ first interdimensional conquest. 1294 AD On Athas, psionic powers develop 1506 AD amongst the entire population. Another universe is discovered; F22 and the world of . Once again an 1321 AD invasion force is sent through. This time The oceans from Athas mixing with the it also includes non demonic forces, aether flotsam of space, coalesces into a ‘volunteers’ from other realms. giant sphere the size of a planet. This world would come to be known as 1510 AD Krule. Victory comes much more swiftly on this world and mining of its resources 1335 AD begins soon after. Takhisis commands that new Spelljammer ship yards be built on Abeir 1542 AD Toril, Aebrynis, Dis, Eberron, Mystara, The universe of F23 and Middle Earth Krynn and Oerth. Plans are made to are discovered, and invaded. Working on establish new trade routes between all the experience of the previous two the planets and explore the Asteroids, invasions there is now a proper plan and Firefall and Krule, none of which have timetable for the war. portals. 1547 AD 1384 AD F23 is conquered and strip mined. Spelljammer vessels with envoys are sent out to visit Firefall and Krule. 8

1576 AD Realms. A small expeditionary forces is F24 Barsaive is invaded and quickly sent through but repelled by Earth’s overwhelmed. Its resources are portaled magic heroes. back to the Shattered Realms. 1990 AD 1667 AD A second invasion of Earth is attempted F27 Harn is invaded. and again forced back. Takhisis orders her military advisors to come up with a 1670 AD new way to conquer Earth. Harn falls and is stripped. A few months later a plan is devised to 1719 AD send through infiltrators, to covertly F31 is invaded. It falls after prepare Earth for takeover by finding only a few months. traitors and assassinating powerful heroes. 1769 AD F35 Aerth is invaded. It proves 1999 AD unusually resistant due to the high Dopplegangers begin to be inserted into amounts of mana. Earth, replacing key government officials in each country. Most often 1780 AD they replace bureaucrats or aides, rather Aerth finally falls and is mined. than politicians who may only be in power for a short time. 1817 AD F37 Aldea is invaded. It is able to muster The Dopplegangers form the Society of little resistance and falls within 2 the Dark Sun to recruit sympathizers and months. the disaffected. Villain organizations are the first to notice this new group 1900 AD intruding on their territories, but remain F39 Archaeous is invaded. unaware of their true purpose.

1902 AD 2020 AD Archaeous is conquered and stripped. January Week 1: Pakistan and India are manipulated into going to war with each 1953 AD other by the Dark Sun Society. They are F36 Erde is invaded. Resistance is fierce able to control events enough to prevent and the battles are hard. it going nuclear.

1969 AD At the same time the invasion of Earth Erde is finally defeated. Though mining begins with the arrival of Takhisis’s first is difficult due to continuing attacks dimensional bridges, one from Dis into from guerilla rebels. Russia and other from Krynn into India.

1989 AD The opening of the gates creates a mana The arrival of Terror Island on Earth acts bridge linking Earth’s biosphere with as a mana signal flare to the Shattered that of the invading planet. This results 9 in Earth’s mana levels rising. Magic The UN realizing that most if not all casters and the supernatural everywhere Earth governments have been around the world immediately notice an compromised resolve not to use nuclear increase in their power levels. or chemical weapons. Instead mass recruitment begins of metahumans, The invasion has the immediate effect of mystics and those of the supernatural. preventing the Illuminati’s plan to make the stock market crash, which would The first Probability Champions begin to have happened in April this year. appear on Earth. These are for the most part normal men and women imbued by January Week 2: Krynn forces continue the Aelif in balance to the invaders. A pouring into Earth invading both India small percentage of men and women are and Pakistan. not only able to pass across borders, but are also able to make tools Russia facing the total defeat of its work in lands where they would military nukes the Dis bridge, destroying otherwise cease to function. the demon army and everything else within 30 kilometres. January Week 4: Algeria falls to Athas. Nicaragua and the Honduras are Meanwhile, in response to the sudden conquered by Aebrynis. India falls to invasions, The United Nations calls an Krynn. emergency session in New York City. The cumulative effect of all the January Week 3: Gates open on Algeria dimensional gates being open creates a from Athas, France from Abeir Toril, ripple effect through earth’s timeline China from Gamma, Australia from altering it at various points in the past Eberron, Canada from Mystara, the and future. The original timeline still United States from Oerth, Nicaragua exists but has been shunted into a from Aebrynis, Bolivia from Abysmal, parallel universe. Lemuria from Krule, and Earth’s Underground from Cthon. One of the first changes is intelligent Dragons from Krynn first crossing over Deep in the Underground an alliance is to Earth in 100,000 BC. formed between Cthon and Earth’s Drow, Dracotaur, Dvergar, , and January Week 5: The combined Vermin. In exchange for being given Lemurian and Atlantean forces defeat their own countries to rule on the surface Krule. In an extraordinary twist, the the alliance will help in bringing through killing of Krule’s Sorcerer King by the and embedding a dungeon heart. Lemurian General means under Krule’s customs all of Krule now belongs to The United States attempt to nuke their him. In effect Krule joins Lemuria’s gate but the Dark Sun Society are empire. prepared this time and arrange it so that Norad in Cheyne mountain is hit instead. Bolivia falls to Abysmal. 10

China reaches a stalemate with Gamma, February Week 4: The first UN teams as does the United States with Oerth. are sent through the gates. Battles continue around the world, though the February Week 1: Australia defeats main invasion has been bottled up in Eberron’s forces due to the aid of their original entry points. metahumans coordinated by the Southern Cross superhero group. Another ripple travels through the timeline creating more divergent points. Canada likewise defeats its Mystaran Most notably the Illuminati will now be invaders mainly through the aid of fully exposed in 2026 preventing the E.A.G.L.E. force and their allies. Guardians from ever being built Pakistan falls to Krynn. and going on a global genocidal rampage against Earth’s superhumans in 2060. France falls to Abeir Toril but European metas including the agencies March Week 1: The infiltration teams T.H.U.N.D.E.R. and U.N.I.T. are able to have mixed results. halt their advance into other countries. The dungeon heart takes hold in the On Dis and Athas all members either die Underground. Gaea is able to convince from the harsh conditions or are killed the Dwarves, Gnomes, Gemzanites and by their inhabitants. Terraneans to form their own alliance to fight the invaders. On Abeir Toril contact is made with the Fellowship of Harpers resistance. Russian society begins to fall apart despite the withdrawal of the invaders. On Gamma an alliance is formed with the Gamma Knights rebels. The United Nations comes up with a plan to send stealth recon forces through On Oerth contact is made with the the various gates to infiltrate the enemy Champions of Skullgrey. and gather intelligence. Omega Factor brings word to Justice February Week 2: The UN begins Anonymous and the UN about the war in recruiting shapeshifters and people with the Underground. Omega Factor is stealth powers from every country. recruited to escort a UN envoy to meet with Gaea’s Alliance. Justice Anonymous brings word to the UN about events under the sea, Athas has conquered Algeria, Libya, including Lemuria’s takeover of Krule. Tunisia and Morocco.

February Week 3: Training in Aebrynis rule Nicaragua, the Honduras, espionage and combat is rushed through El Salvador, Costa Rica, Guatemala and for the UN recon teams. Panama.

A UN envoy journeys to Lemuria and Krynn has conquered India, Pakistan and Atlantis for emergency meetings. Afghanistan. 11

Abysmal controls Bolivia, Peru and Together with the UN council the Paraguay. various rebel groups make plans for uprisings on each of their respective Abeir Toril continues to engage in worlds. Weapons and equipment will be skirmish battles in France and England. supplied to them from Earth. Each rebel group also sends a representative to Eberron sends smaller sortees into Earth to train Earth forces in tactics for Australia and New Zealand. fighting Takhisis’ armies.

Mystara also continues trying to invade Major ripples in the timeline alter events Canada. in the near future. The first battle between the world and the Church of Michigan is captured by Oerth forces in Enlightenment demon invaders will now the US. occur in 2021, instead of the previous 2029. Dis opens a new gate in Russia, near Mongolia. It is immediately detected by March Week 4: Earth continues UN sorcerers. supplying arms to the various rebel groups. Plans are made to also send March Week 2: The UN convenes an through tanks, APC and combat emergency conference on Earth with helicopter divisions. delegations from the Harpers, Gamma Knights, Champions, Gaea Alliance, Justice Anonymous leads a counter Atlantis and Lemuria. The meeting also attack in the Underground Middle includes Earth’s greatest magic users, Depths using a combined Gaea Alliance mystics, and supernatural beings. and various Earth army forces. The dungeon heart is captured and purified Information is shared about Takhisis and by Earth’s magic users. her demonic forces. This is the first time the various rebel forces have met. Verminspike city is destroyed in the battle. Plans are made to send new scouts to Athas along with a member of the April Week 1: Coordinated uprisings Harpers. Also to Cthon, Krynn, begin on Abeir Toril, Athas, Mystara, Abysmal, Aebrynis, Eberron and Aebrynis, Abysmal and Cthon. Key Mystara. strikes are performed against high level officers and officials, and important March Week 3: Through their structures, disrupting Takhisis’s war infiltration teams the UN makes contact efforts. with the Church of the Silverflame on Eberron, the Gatekeepers on Abysmal, One particularly successful operation the Council of Dragons on Mystara, the succeeds in shutting the gate network. Heroes of the Lance on Krynn, the Order As a result the UN prepares for a major of the Sun on Aebrynis, and the Veiled offensive to retake conquered Earth Alliance on Athas. countries. 12

April Week 2: With Takhisis cut off Bane leads an army from Dis to try to from the other planets within the retake Aebrynis. Shattered Realms, her forces have to resort to using their spelljammer fleet to Takhisis flees from Krynn to Dis, as the maintain contact and control. They are Heroes of the Lance routs her army. however unable to approach Krule and Firefall due to cosmic storms. Oerth and Gamma experience uprisings.

On Athas Bahaus and his entire council May Week 2: Another mana spike are assassinated. causes Themiscrya to reappear on Earth. It also causes ley lines to become much Chi You Island materializes on Earth 5 more powerful and in some cases very years sooner due to another time ripple. visible. At the same time the Church of Enlightenment is now exposed as a Oerth is liberated by the Champions of demon insect army in 2022 instead of Skullgrey. Skelegore goes into hiding 2029. with his most trusted aides.

April Week 3: Tiamat is killed on Aebir The battle for Gamma becomes stuck in Toril by Omega Factor and rebel forces. a stalemate. Atzanteotl dies in battle on Mystara. May Week 3: A major battle on On Aebrynis Bane’s forces are defeated Aebrynis ends with the death of Bane and he is forced to flee by spelljammer and his army defeated. vessel to Krynn. Takhisis uses her spelljammer fleet to The war on Cthon reaches a stalemate. recall all her remaining armies to Dis. Almost two thirds of the planet has fallen to the rebels. May Week 4: Another time ripple causes the timelost Basilica City to April Week 4: Moeras is killed on reappear now. Venom’s war to take over Abysmal and his army sues for peace. the various drug cartels in 2021 now never happens. Avalon returns to Earth after another mana spike. The Council of Gatekeepers now control all of Abysmal. April Week 5: Vol is killed on Eberron by the combined rebel and Earth military Likewise the Council of the Sun have forces. taken all of Aebrynis.

May Week 1: The cosmic storm On Aebir Toril the Harper council now dissipates allowing Takhisis to send a controls most of the regions. small spelljammer fleet to Krule. The fleet is destroyed by a combined Krule/ On Athas the have taken Atlantean/Lemurian force. over two thirds of the city states. 13

Cthon is split between the Dungeonlord, overwhelming the defences set in place and the new Dungeonmother who is around the gate. In panic the Russian attempting to repair the world (a government drops their most powerful Cthonian version of Gaea). nuclear bomb on the gate, destroying the demon army and transforming the gate Dis is now the final stronghold of into a mana storm. Takhisis, with her general Strahd. Parts of her spelljammer fleet mutiny and The storm results in the alternate return to their respective homeworlds. timeline being strengthened and the gate What remains return to Dis. network reopening. In another change to the timeline the third war of the worlds Eberron is now under the control of the still happens in 2061 but ends much Council of the Silver Flame. sooner with the complete defeat of the Martians. Surtur continues to rule Firefall, having remained completely unaware of the A coordinated major offensive is war. launched in every country captured by the invaders. Each forces consists of On Gamma one city remains under the regular soldiers, armour, mechs, aircraft, control of Alpha 1. The rest of the world metahumans, magic users and various has been fractured into regions. Some supernatural races. are led by the Gamma Knights, others by warlords. June Week 2: Takhisis’ and the rebels spelljammer fleets clash with major On Krule a captive council is established losses on both sides. which is ruled by the Lemurian government. All the captured nations of Earth are liberated though remnants of the Krynn is fully controlled by the Council invading armies are able to escape and of the Lance. hide.

Mystara is fully ruled by the Council of June Week 3: Dis opens a new gate in Dragons. Russia along the Chinese border. Takhisis herself comes through with Oerth is now controlled by the new Lord Soth and their most powerful Council of Skullgrey. Skelegore remains demon soldiers. The city of Harbin is in hiding in the region of fear. overrun with everyone within slaughtered. June Week 1: Takhisis’ fleet ambushes Abysmal’s decimating it. The UN A counter attack by the People’s convenes an emergency meeting of all Collective and all of China’s metas the rebel planets to coordinate the results in Lord Soth being killed and remaining fleets. most of the demons destroyed.

Demonic forces once again flood Takhisis attempts to unleash her meta through from Dis into Russia, spell, but is hampered by Chinese magic 14 users long enough for Omega Factor to kill her. 2. Shattered Realms pre invasion Strahd then closes the gate and takes full control of Dis for himself. Ravenloft fully merges with Dis. Realm Ruler Abeir Toril Tiamat Takhisis’ remaining spelljammer ships Abysmal Moerus either surrender or turn pirate. Aebrynis Bane Athas Bahaus June Week 4: As mop up operations Cthon Dungeon Lord continue around the world a UN meeting Dis is convened including envoys from each Eberron Vol of the liberated Shattered Realms Firefall Surtur worlds. Each planet will establish its Gamma Alpha 1 own embassy near the UN building in Krule R’an New York. Trade negotiations begin. Krynn Takhisis Mystara Atzanteotl Mana portals begin opening to every Oerth Skelegore After Realm dimension. One final change to the timeline results in Kali and Realm Rebel Organization the ancient race of Obsidians being freed Abeir Toril Fellowship of the Harpers from their prison in 1,012,000,000,000 Abysmal Council of Gatekeepers. AD and beginning the events of the Aebrynis Order of the Sun Final Era. Athas Veiled Alliance Cthon Knights of Shadows Summary of initial invasion Dis None points Eberron Chuch of the Silver Realm Point of Entry Flame Abeir Toril France Firefall None Abysmal Bolivia Gamma Gamma Knights Aebrynis Nicaragua Krule None Athas Algeria Krynn Heroes of the Lance Cthon The Underground Mystara Council of Dragons Dis Russia Oerth Champions of Skullgrey Eberron Australia Firefall None To invade another dimension, a Realm Gamma China ruler needs supporters. Supporters are Krule Lemuria people who believe that some significant Krynn India aspect of an invading Realm is real, Mystara Canada believe it will shortly become real, or Oerth United States deeply want it to be real. Supporters don't have to accept all aspects of an invading Realm. Singular elements (so long as they are significant) do qualify. 15

Thus, all Rulers precede their invasion Post invasion each realm has its own efforts with significant propaganda and form of democratic council and has subterfuge, designed to convince people opened an embassy on Earth, with the to devoutly wish that some significant exception of the Dungeon Lord and aspect of their Realm were true, to Alpha 1 who still prefer to rule as believe that it is true, or to believe that dictatorships. such a thing is imminent. The United Nations has opened its own The Society of the Dark Sun is part of embassies on each of the Realms’ world. the propaganda efforts. It encourages Some of Earth’s countries have also belief in magic, mana, the energy of life, opened their own seperate embassies on the supernatural, and different deities some of the worlds; (like Takhisis). Realm Embassy Abeir Toril UN Suddenly, out of nowhere, these bridges Abysmal UN slam into the earth. They bring with Aebrynis UN them a connection to the mana of the Athas UN invading dimension, causing a spike in Cthon UN the invaded dimension’s mana levels. Dis None Eberron UN, Australia, United States 3. Shattered Realms Firefall None Gamma UN, China, United States post invasion Krule UN, Lemuria, Atlantis Krynn UN Mystara UN Realm Ruler Oerth UN, China, United States Abeir Toril Fellowship of the Harpers Abysmal Council of Gatekeepers Due to the interaction between the Aebrynis Order of the Sun Realm’s universe and Earth’s a new type Athas Veiled Alliance of class called the Probability Champion. Cthon Dungeon Lord, Dungeon These are people who are able to alter Mother reality in limited ways. Champions Dis Strahd Von Zarovich wound up arising on each world in the Eberron Chuch of the Silver Realms as well as the Earth. A person Flame became a Storm Knight by experiencing Firefall Surtur a reality crisis which linked them to a Gamma Alpha 1, Gamma Knights particular reality. Krule Lemurian Council Krynn Council of the Lance Trade has now also begun between some Mystara Council of Dragons countries and Realm’s worlds. A black Oerth Council of Skullgrey market has arisen on Earth for magical artifacts and spellbooks. 16

4. The Shattered Realms Universe Dimension Size: Finite. The universe is filled with an unknown amount of star systems but no galaxies. Dimension Shape: Ellipsoid Dimension Age: 890 billion years Subdimensions: 13 with an additional 24 within these (see the sub-dimensions section for more details) Periodic Elements Identical to Earth but not all elements are present on all planets Space Content The dimension consists of Phlogiston (also known as Aether); a bright, breathable gas-like medium. There is no void. Space Colours Mix of various shades of blue, green, purple and red Chronal Type Type 2; The timeline is flexible and is subject to change. Chronal Flow Normal Meta Level 4 – High but varies enormously between each planet. Cosmic powers are available. D100% of any world population has any normal powers. Mana Level 4 - High. Magic is available to everyone though only some may truly master it. Mana is plentiful enough to reduce some lengthy and complex rites down to prayers. Divine invocations become easier and more available. Divinely granted immortality is possible. Permanent portals to mythic regions may exist, created by spiritual agencies. The divine may now manifest itself directly, but temporarily, as a physical presence. Magic users can tap into (INT + WIS) x4 mana. Galaxies None 17

5. The Shattered Realms Sub-Dimensions 18

Planes Guide 2. The Flat Realm This section describes the various A realm where everything within dimensions which combine to create the consists of only two dimensions. It is a prime dimension which we all inhabit. world the size of a universe with nothing These are all the currently known beyond the planet (ie. no ). dimensions. It is theorised there may be quite a few more though. 3. The Prime Material Plane At the centre of the known universe is The cosmology of the Shattered Realms the material plane. The Material Plane universe is composed of many planes of tends to be the most Earth-like of all existence. Some are as mundane as the planes and operates under the same set "real" world, while others may be of natural laws that our own real world representative of some driving universal does. Even though the Material Plane is force. Some are infinite, while others are a comfortable place for PCs, it is a as small as a diner. Some shatter your strange and dangerous environment for mind upon visiting, while others may many creatures that are native to other make you never want to leave. planes. The Material Plane is where all Depending on the setting of the the other planes tend to come together. campaign, not all planes may be present. It is made from the building blocks The universe is typically composed of available on the Inner Planes, and it is multiple planes, organized in some where the great powers of the Outer fashion. The default layout is referred to Planes gain their worshipers and their as "The Great Wheel", which has the strength. The Material Plane is usually material plane (where most "normal" life connected to the Astral Plane, the is found) at the centree, and surrounded Ethereal Plane, and the Plane of Shadow, by and coexisting with various other and its natives are often extremely planes. The inner planes compose the interested in visiting other planes. building blocks of the universe, and further than that are the domains of the The Material Plane has weak spots in gods. They are all more or less areas that have particular affinities with connected by the Astral Plane (which elemental types. Vortices to the exists between the planes), and outside Elemental Plane of Fire may be found in of it all lies the Far Realm. volcanoes, for example, and vortices to the Elemental Plane of Water may be 0. Subspace found in the deep ocean. The Elemental A continuum with different laws than Plane of Earth may connect in the deep our own, just 'below' our own space. Underdark, and the Elemental Plane of This plane has not been discovered by Air is accessible from the highest and the inhabitants of the Shattered Realms. windiest mountaintops.

1. The First Realm 4. Ethereal Realm Another plane that noone is aware of. Aether is the material that fills the region of the universe above the terrestrial sphere. Travellers can see a misty greyscale version of the plane from 19 which they are travelling. Unlike the Material Plane. It can be thought of as a Astral Plane, in which solid objects can fourth physical dimension or a vibration exist (though are extremely rare) slightly out of rune with the rest of the anything and everything that goes to the universe. Ethereal Plane becomes Ethereal. Traits; The Ethereal Plane is a misty, fog-bound No Gravity. dimension that is coexistent with the Material Plane and often other planes as Normal Time. well. Travelers within the Ethereal Plane describe the plane as a collection of The Ethereal Plane's size depends on swirling mists and colorful fogs. The which plane it is adjacent to. Material Plane itself is visible from the Ethereal Plane, but it appears muted and No Elemental or Energy Traits: Even if indistinct, its colors blurring into each the coexistent plane has one or more of other and its edges turning fuzzy. these traits, the Ethereal Plane does not. Ethereal denizens watch the Material Plane as though viewing it through Normal Magic: That is, spells function distorted and frosted glass. normally on the Ethereal Plane, though they do not cross into the Material Plane. While it is possible to see into the The only exceptions are spells and spell- Material Plane from the Ethereal Plane, like abilities that use magical force the Ethereal Plane is usually invisible to (noted with the force descriptor, such as those on the Material Plane. Normally, magic missile or wall of force) and creatures on the Ethereal Plane cannot abjurations that affect ethereal beings. attack creatures on the Material Plane, and vice versa. A traveler on the Spellcasters on the Material Plane must Ethereal Plane is invisible, incorporeal, have some way to detect foes on the and utterly silent to someone on the Ethereal Plane before targeting them Material Plane. with force-based spells, of course. While it's possible to hit ethereal enemies with This makes the Ethereal Plane very a magic missile spell cast from the useful for reconnaissance, spying on Material Plane, the reverse isn't possible. opponents, and other occasions when it's No magical attacks cross from the handy to move around without being Ethereal Plane to the Material Plane, detected. including force attacks.

The Ethereal plane is mostly empty of The Ethereal Plane is strongly connected structures and impediments. However, to its coexistent plane. As a traveler the plane has its own inhabitants. Some moves through the Ethereal Plane, he of these are other ethereal travelers, but perceives the Material Plane alongside it the ghosts found here pose a particular every step of the way. peril to those who walk the fog. Portals from other planes may open onto The Ethereal plane seems almost a non- the Ethereal Plane, rather than the plane in that it is tightly wedded to the corresponding point on the Material 20

Plane. Such portals appear as curtains of One great danger of the Ethereal Plane is shimming colors (rather than the Astral ghosts, which often call this plane home. Plane's color pools). These portals create Such creatures have a deep and abiding conduits through the Astral Plane to hatred of the living, and no love for reach their destination, just like any those travelers who impinge upon their other portal, but their entrances are on realms. the Ethereal Plane. Travelers from elsewhere become ethereal once they There is no direct danger to general reach the Ethereal Plane by means of a survival on the Ethereal Plane. The curtain, and they must pass through Ethereal Plane has a normal atmosphere, another such curtain (or have some other and inhabitants breathe normally. means of manifesting themselves) to Inhaled poisons and spells such as reach the Material Plane. cloudkill work on the Ethereal Plane.

It is possible to Plane Shift (as the spell) However, there is no food or water other into the Ethereal Plane. In such cases the than what travelers bring with them. body becomes ethereal upon reaching Someone trapped on the Ethereal Plane the plane. Similarly, travelers who open without a way out risks eventual gates onto the Ethereal Plane and starvation or dehydration. individuals accidentally thrown there Unlike most planes, the Ethereal Plane become ethereal (as the Ethereal Jaunt allows vision across the planar border to spell) when they arrive. Unless they the plane it's coexistent with: the have the ability to somehow leave the Material Plane. Ethereal Plane, or they find a curtain leading out of the Ethereal Plane, they're No matter where you are on the Ethereal trapped there. Plane, you can see the corresponding part of the Material Plane. Vision is The Ethereal Plane is much more limited, however, to 60 feet both on the populated than the Astral Plane. It boasts Ethereal Plane and onto the Material a great variety of natives as well as Plane. frequent travelers. Magical beasts such as the ethereal marauder, phase spider, Furthermore, the Material Plane appears and ethereal filcher use the Ethereal as if wrapped in fog, so ethereal Plane. These are not true outsiders, but observers can't discern precise details rather Material Plane creatures that have such as normal writing. It's easy to adapted to use the Ethereal plane to hunt discern faces and landmarks, however. prey. Seeing and hearing is otherwise normal, so gaze attacks and sonic attacks and Travelers to the Ethereal Plane include abilities launched from the Material outsiders that have access to magic Plane affect ethereal creatures. portals or curtains onto the Ethereal Plane. As stated above, moving onto the The reverse isn't true. An ethereal Ethereal Plane by means of a gate or traveler is normally invisible and plane shift spell turns the traveler inaudible to an individual on the ethereal. It takes a second spell to return Material Plane. Spells and abilities such travelers to their plane of origin. 21 as see invisible reveal an ethereal object universe of conscious thoughts. or creature Characters may travel to different locations at the speed of thought so long Creatures on the Ethereal Plane cannot as they know where they want to go. talk to those on the Material Plane, even if they want to be heard. Ethereal On the astral plane, the life energies and listeners only hear Material Plane sounds consciousnesses of other beings are that originate up to 60 feet away, but visible only to those who can reach the their hearing is otherwise unaffected. astral plane by psychic, psionic, or Touch, smell, and taste do not reach magical means. The astral plane is also between the planes. sometimes called the astral dimension, astral realm, or the spirit world. Many The Ethereal plane emits its own diffuse times what people believe to be a ghost light, so ethereal observers do not need is actually the astral body of a being who torches to see onto the Material Plane, has died. even if it's pitch-black. Light sources do not expand the 60-foot vision limit on The Astral Plane is the space between the Ethereal Plane, nor do alternate the planes. When a character moves methods of sight such as . through an interplanar portal or projects Blindsight used on the Material Plane her spirit to a different plane of does not reveal Ethereal Plane creatures, existence, she travels through the Astral but a creature with blindsight on the Plane. Even spells that allow Ethereal Plane can detect other ethereal instantaneous movement across a plane, creatures at its normal range. such as dimension door, briefly touch the Astral Plane. To viewers on the Ethereal Plane, objects on the Material Plane are foggy, The Astral Plane is a great, endless indistinct, and almost translucent. Such sphere of clear silvery sky, both above objects block line of sight and provide and below. Large tube-shaped clouds concealment, but not cover. An ethereal slowly coil into the distance, some observer can't see through a wall on the appearing like thunderheads and others Material Plane unless he pokes his head looking like immobile tornadoes of gray through it first. An ethereal character . Erratic whirlpools of color flicker whose eyes are totally within a Material in midair like spinning coins. Occasional plane object cannot see. bits of solid matter can be found here, but most of the Astral Plane is an 5. The Astral Realm endless, open domain. This dimension does not contain physical matter but ectoplasm, a quasi- Both planar travelers and refugees from material substance which cannot be other planes call the Astral Plane home. totally defined. It is difficult for physical The most prominent denizens of the beings to journey to Astral Dimensions. Astral Plane are the githyanki, an outcast In most cases entry to an Astral race that preys on travelers throughout Dimension is restricted to a traveller's the plane. astral (or spirit) form, which is also composed of ectoplasm. It is an infinite 22

Traits; Infinite Size. Subjective directional gravity. Age, hunger, thirst, poison, and natural Spells and spell-like abilities that use, healing don’t function in the Astral manipulate, or create air (including those Plane, though they resume functioning of the Air domain) are both empowered when the traveler leaves the Astral and enlarged (as if the Empower Spell Plane. and Enlarge Spell had been used on them, but the spells don't require higher- 6. The Elemental Realms level slots). A cloudkill spell would thus Contains the following dimensions; Air, have its range doubled and its damage Earth, Fire, Water, Positive Energy and (to those it did not kill outright) Negative Energy. It has the further increased by half. Spells and spell-like subdimensions of Magma, Mineral, abilities that are already empowered or Smoke, Radiance, Ooze, Steam, enlarged are unaffected by this benefit. Lightning, Ice, Vacuum, Ash, Salt, and Dust. Spells and spell-like abilities that use or create earth (including the summoning The Elemental Plane of Air of earth elementals or creatures with the An empty plane, consisting of sky above earth subtype) are impeded. This and sky below. Occasional chunks of includes spells of the Earth domain. land float aimlessly throughout the These spells and spell-like abilities can expanse. Clouds billow up in bank after still be used, but a successful Spellcraft bank, swelling into grand thunderheads check (DC 15 + level of the spell) must and dissipating into wisps like cotton be made to do so. candy. The wind pulls and tugs around the traveler, and rainbows glimmer in Most of the life on the Elemental Plane the distance. of Air is on the wing, and it is a realm where the swift and the maneuverable The Elemental plane of Air is the most survive. comfortable and survivable of the Inner Planes, and it is the home of all manner Most common on the plane are the of airborne creatures. Indeed, flying elementals that have emerged from the creatures find themselves at a great and weather of the plane itself. advantage on this plane. While travelers These generally free-willed beings without flight can survive easily here, include air elementals and half-elemental they are at a disadvantage. analogs of many Material Plane creatures. Ice and smoke paraelementals Natural vortices connect the Elemental dwell in the more extreme parts of the Plane of Air and the Material Plane, plane, in vast clouds of ash and among usually on high mountaintops or in the storms of ice and hail. middle of severe weather conditions (such as the eye of a hurricane). Such beings consider the Elemental Plane of Air their own and do not Traits; hesitate to harass (at best) or destroy (at Normal Time. worst) travelers from elsewhere. 23

A small number of outsiders make the because they can create food, water, and Elemental Plane of Air their home; the wine. best-known are the djinn. The Barring clouds, fog banks, rain, and scavenging arrowhawks and other impediments to sight, vision on the omnipresent dust, air, and ice mephits Elemental Plane of Air is unaffected, as can be found here as well. is darkvision. The entire plane is limned with a pearly radiance of no definite Creatures from the Material Plane can be source, as if the base matter of the plane found here, especially if they have held its own inherent radiation. wings. But the plane's lack of obvious ground tends to disorient and confuse The Elemental Plane of Ice many natives of the Material Plane, A dimension wrapped in ice. It is a place making them easy prey for more of bitter blizzards, deep snows, and ever- powerful Elemental Plane of Air natives. shifting ice floating on a frozen sea. It is Material Plane creatures encountered on a bleak, wintry landscape, worse than the Elemental Plane of Air include even the greatest glaciers of the Material hippogriffs, pegasi, beholders, sphinxes, Plane. and sprites. Common birds and unintelligent fliers do not survive long Traits; on this plane. Normal Gravity.

For travelers arriving on the Elemental Normal Time. Plane of Air for the first time, the greatest danger is the panic of finding Infinite Size. themselves in midair without even the sight of ground beneath you. Setting the This plane is composed of ice and snow wrong direction as “down” can be fatal that drains all heat from the sources. in such cases if there's a solid object Cold-dominant planes are extremely along the path of descent (and if you fall hostile to Material Plane creatures, and far enough, there always is). Other than those without resistance or immunity to falling, the Elemental Plane of Air offers cold are soon frozen solid. Unprotected no inherent danger. There are regions of water and other liquids freeze almost extreme weather, but they are a danger immediately. Additionally, individuals to natives as well as visitors. Spells such take 3D10 points of cold damage every as avoid planar effects that provide round they are on a cold-dominant plane. planar protection do not help against Creatures of both the water and fire such storms. subtypes are extremely uncomfortable on cold-dominant planes. Those that are On a long-term basis, obtaining food and made of water or fire (such as water or water is a problem. Rainfall can provide fire elementals) take double damage water, but food is always scarce. each round. Elemental creatures, made of the substance of the plane itself, tend to Spells and spell-like abilities that have dissipate when slain, and real food is the cold descriptor benefit from being hard to come by. The djinn are welcome maximized and extended (as the Extend allies to many travelers from elsewhere, Spell and Maximize Spell feats, except 24 the spell doesn't use a higher slot). A items to ward against such damage can Cone of Cold cast on the Elemental survive in the short term on the plane. Plane of Cold deals the maximum The Elemental Plane of Cold is also possible damage of 6 points per caster home to extreme weather, in particular level. However, many of the plane's snow, sleet, hail, and blizzards. On any inhabitants are resistant or immune to given day there is a 50% chance of cold damage. Spells that are already extreme weather. maximized or extended are unaffected. The atmosphere is breathable on the Elemental Plane of Cold, though frigid. Spells and spell-like abilities with the Water is plentiful if characters can melt fire or water descriptor are impeded. ice, and they can hunt some of the native These spells may still be cast, but a WIS creatures for food if they wish. The check must be made to do so. Such traveler's most important concern is a spells with the cold descriptor as well heat source; there is precious little that are not impeded. burns on this plane.

The Elemental Plane of Cold is a Vision is normal, but is often obscured paradise for creatures immune to its by bad weather. The entire plane is frigid temperatures. The plane is home limned with a cold, bluish light from to its own elemental creatures, as well as above during the day. No moon or stars cold-dwelling beings from the Material are visible in the night sky. Plane. In general, such creatures tend to be carnivores. The Elemental Plane of Earth A solid place made of rock, soil, and Ice paraelementals, sentient bits of the stone. The unwary and unprepared plane itself, roam the surface of this traveler may find himself entombed plane, along with ice mephits and cold within this vast solidity of material and element versions of Material Plane have his life crushed into nothingness, creatures. his powdered remains a warning to any foolish enough to follow. Material Plane creatures that are resistant or immune to cold also inhabit Despite its solid, unyielding nature, the this plane. They include frost giants, Elemental Plane of Earth is varied in its frost worms, white dragons, winter consistency, ranging from relatively soft wolves, cryohydras, and arctic monsters soil to veins of heavier and more such as the remorhaz. valuable metal.

The greatest danger on the Elemental Striations of granite, volcanic rock, and Plane of Cold is its cold-dominant trait. marble interweave with brittle crystal The cold of the plane drains the heat and soft, crumbling chalks and from objects and living creatures. sandstones. Thin veins of gemstones, Creatures on the Elemental Plane of rough and huge, can be found within the Cold take 3D10 points of damage and plane, and these unpolished jewels often risk freezing solid each round they lead the greedy to this plane in the hopes remain on the plane. But a traveler who of picking them up with minimal effort. has brought the proper spells or magic Such prospectors often meet their match 25 in the natives of the Elemental Plane of Much of life on the Elemental Plane of Earth, who feel extremely attached Earth is unknown to travelers from the (sometimes literally) to parts of their Material Plane, due at least in part to the home. nature of this Inner Plane. Most visitors spend time only in the caverns and The Elemental Plane of Earth is a place runnels that snake through the solid hostile to life from the Material Plane, world of the plane, so creatures that live but unlike the Elemental Plane of Fire, it deep in the heart of the plane are is not actively hostile. Rather, it is unknown. uncaring, unconcerned about the motes of life that move through it and around Elementals are sentient parts of the plane it. It is solid stone, as patient as the earth itself. They move effortlessly through itself. And it has all the time in the the mix of rock and soil that makes up universe. the Elemental Plane of Earth. Some creatures are analogous to those of the The penalties of the heavy gravity trait Material Plane, while others reflect the apply to all creatures, native and visitor, raw power of their elemental form. on the plane. The Elemental Plane of Earth is also home to creatures with a natural affinity Traits; toward earth and stone, denizens who Normal Time. are comfortable in tunnels of their own carving. Infinite Size. Dwarves and some dragons live here, as Spells and spell-like abilities that use, do larger creatures such as stone giants manipulate, or create earth or stone and the occasional (though they (including those of the Earth domain) are rarely get to stretch their wings and fly both empowered and extended (as if the very far on this plane). Such creatures Empower Spell and Extend Spell had need open spaces to survive, so they been used on them, but the spells don't often ally themselves with more require higher level slots). A Xorn powerful native races. Movement spell would thus have its duration doubled. spells and spell-like For the traveler, the greatest danger on abilities that are already empowered or the Elemental Plane of Earth is being extended are unaffected by this benefit. accidentally caught and suffocated within solid earth. Travelers who Spells and spell-like abilities that use or manifest in the caverns and other “clear create air (including the summoning of areas” of the plane are safe from that air elementals or creatures with the air danger (unless a cave-in occurs), but a subtype) are impeded. This includes traveler who suddenly manifests spells of the Air domain. These spells randomly on the plane runs the risk of and spell-like abilities can still be used, suffocation and speedy burial. but a successful WIS check must be made to do so. For those trapped on a long-term basis, starvation and dehydration become threats. The elemental life forms are part 26 of the plane itself and thus inedible. The The “ground” beneath one's feet is made outsider natives of the Elemental Plane of heavier flame, ash, and debris, but it of Earth that require normal sustenance provides footing similar to the ground on often have their own permanent the Material Plane. communities to draw upon. Except in such areas, the evergrinding motion of Traits; the plane's soils prevents anything from Normal Time. taking root long enough to blossom— even if it had enough light to do so. Infinite Size.

The Elemental Plane of Earth is by its Fire-Dominant. nature as dark as the deepest cave—there is no sky or sun here at all. Darkvision Spells and spell-like abilities with the functions normally in the twisting fire descriptor are both maximized and passages of the Elemental Plane of enlarged (as if the Maximize Spell and Earth, but those without it must provide Enlarge spell had been used on them, but their own light source. the spells don't require higher-level slots). A Fireball spell would thus deal There are luminous gems and crystals maximum damage (although many of found naturally within the plane that the plane's natives are immune to fire may provide light (usually as bright as a damage). Spells and spell-like abilities candle, large deposits are the equivalent that are already maximized or enlarged of a torch). Such discoveries are usually are unaffected by this benefit. signs of recent or present occupation of the area by other inhabitants. Spells and spell-like abilities that use or create water (including the summoning The Elemental Plane of Fire of water elementals or creatures with the Everything is alight on. The ground is water subtype) are impeded. This nothing more than great, evershifting includes spells of the clerical Water plates of compressed flame. The air domain. These spells and spell-like ripples with the heat of continual abilities can still be used, but a firestorms, and the most common liquid successful WIS check must be made to is magma, not water. The oceans are do so. made of liquid flame, and the mountains ooze with molten lava. It is a Despite being one of the most hostile of crematorium for the unprepared traveler the Inner Planes, the Plane of Fire is also and an uncomfortable spot even for the one of the most vibrant and populated. A dedicated adventurer. number of elementals, outsiders with the fire subtype, and fire-using creatures Fire survives here without need for fuel may all be found here. or air to burn, but flammables brought onto the plane are consumed readily. Elementals are sentient pieces of the The elemental fires seem to feed on each plane itself, moving with something that other to produce a continually burning resembles volition and purpose. They landscape. include elemental analogs of creatures of the Material Plane, as well as the fire 27 elementals known to spellcasters through rarely stock their larders for visitors. the various Summon Monster spells. Such food is always served charred, Such elementals normally have no love burnt to a crisp, or otherwise well done, of fleshy, cooler creatures, and many and the drink, whether water, wine, or attack merely to burn them and feed off ale, arrives piping hot. the flames. The smoky atmosphere limits normal Fire-using creatures call the Elemental sight to a range of 120 feet. The air Plane of Fire home as well, usually ripples because of the heat, so mirages residing near elemental pockets and dance at the edge of an observer's vision, vortices that lead to their home planes. and the true nature of the land is Creatures that are immune to fire, such concealed except for the area closest at as devils (but not demons or celestials), hand. Magical vision granted by items or may also be found at such locations. spells can extend that range. Creatures The native language of most inhabitants native to the Elemental Plane of Fire of the Elemental plane of Fire is Ignan, a with and those with the Fire subtype can sharp, hissing and clicking language. see up to 240 feet. Those natives who deal with other planes may speak additional languages. Other senses are unaffected by the Infernal and the Common tongue of the Elemental Plane of Fire, though the Material Plane are often spoken in such continual crackling of the flames cases. provides a –2 circumstance penalty on Listen checks in most places. The greatest danger on the Elemental Plane of Fire is its fire-dominant trait. The Elemental Plane of Water The heat of the plane, the omnipresent A sea without a floor or a surface, an flames, and the hot, toxic smoke of the entirely fluid environment lit by a air are all represented in the effects of diffuse glow. It is one of the more this trait on objects and living creatures. hospitable of the Inner Planes once a Creatures on the Elemental Plane of Fire traveler gets past the problem of take 3d10 points of damage and risk breathing the local medium. The eternal catching on fire each round they remain oceans of this plane vary between ice on the plane. But a traveler who has cold and boiling hot, between saline and brought the proper spells or magic items fresh. They are perpetually in motion, to ward against such damage can survive wracked by currents and tides. The in the short term on the plane. plane's permanent settlements form around bits of flotsam and jetsam Food and drink may prove a problem in suspended within this endless liquid. the long term. The elementals (including Even these settlements drift on the tides elemental versions of Material Plane of the Elemental Plane of Water. creatures) are made of the material of the plane itself. They don't eat, and they Subjective Directional Gravity: The return to their basic elemental nature if gravity here works similar to that of the slain. Outsiders from the Elemental Elemental Plane of Air. But sinking or Plane of Fire can survive on flame itself rising on the Elemental Plane of Water is in addition to “normal” food, so they 28 slower (and less dangerous) than on the Water-breathing creatures from other Elemental Plane of Air. planes may be found on the Elemental Plane of Water. Traits; Normal Time. Fish, crustaceans, cephalopods and most sea-dwellers live on this plane, but not Infinite Size. air-breathing ocean-dwellers such as whales and dolphins. The Elemental Water-Dominant. Plane of Water is hospitable to both freshwater and saltwater species, though Spells and spell-like abilities that use or each type has its own regions to inhabit. create water are both extended and Monstrous aquatic creatures such as the enlarged (as if the Extend Spell and kraken and aboleth may be found here as Enlarge Spell had been used on them, well. but the spells don't require higher-level slots). A Water Breathing spell would Natives of the Elemental Plane of Water thus last 4 hours per level, rather than 2 speak Aquan, a flowing, subtle language hours per level. Spells and spell-like filled with double meanings and hidden abilities that are already extended or puns. Those dealing with other planes enlarged are unaffected by this benefit. speak other languages to facilitate their dealings: Common, Infernal, Abyssal, Spells and spell-like abilities with the and Celestial are frequent choices fire descriptor are impeded. This includes spells of the Fire domain. These The Elemental Plane of Water holds but spells and spell-like abilities can still be one great immediate danger, and that is used, but a successful WIS check must the fluid nature of the plane itself. be made to do so. Unless a traveler can breathe water or has no need to breathe, any visit to the The Elemental Plane of Water is Elemental Plane of Water must be brief. relatively benign for an Inner plane and Those unable to breathe must hold their is home to a large number of native breath while on the plane and run the elementals, water-breathing outsiders, risk of drowning. and creatures from other planes that can survive in its watery seas. Creatures made of fire (such as fire Elementals are discrete and separate elementals) take D10 points of damage manifestations of the plane itself, each round on the Elemental Plane of granted sentience and mobility from Water, because it has the water- magic or natural forces. dominant trait. Creatures with the fire subtype are very uncomfortable on the These include the water elementals plane. summoned by spellcasters and elemental versions of Material plane creatures. A great difference between the Such creatures tend to be at least Elemental Plane of Water and other semiliquid and mimic seagoing beasts watery domains is a lack of pressure. In and monsters of the Material Plane. Material Plane oceans (and some others), the pressure of the water increases with 29 depth. The water pressure can grow various molds and fungi. There is no strong enough on the Material Plane to native life larger than the insects crush the life out of creatures and bend needed for pollination. in steel. But the pressure on the Elemental general and sentient beings in particular Plane of Water is no worse than a just are not welcome. The Great Tree goes few feet underwater in a Material Plane on forever, and its leaves cover ocean, so there are no dire consequences. everything. There is nothing beyond the Great Tree that provides shelter and Long-term survival on the Elemental foundation for the rest of the plane. Plane of Water is fairly easy. Obtaining water is obviously not a problem, though Directional Gravity: Down is toward the its purity and salinity may pose some nearest part of the great tree. It is difficulties in specific areas. The possible to walk along the underside of abundance of sea life in the plane is branches, and up the side of the great enough to satisfy any traveler with a trunks, much as ants do. taste for fish. Traits; A vague, dim glow that issues from all Normal Time. sides illuminates the seas of the Elemental Plane of Water. This glow Infinite Size. gives everything a blue-green aura, but limits clear vision. Normal vision, The Elemental Plane of Wood represents including darkvision, is limited to 60 a balance of all elements, which feet. Clouds of silt, algae, and other combine to form the Great Tree. detritus may limit sight even further. Spells and spell-like abilities that use or The Elemental Plane of Wood create water (including those of the plant A plane where plant life is dominant, an domain) are both extended and eternal forest beyond the reach of most maximized. An Entangle spell cast on flesh-based creatures. this plane lasts 2 minutes per caster level as opposed to 1 minute per caster level The plane itself is a massive banyan tree on the Material Plane. Spells and spell- with neither root nor crown. Instead, like abilities that are already extended or branches the size of Material Plane maximized are unaffected by this trait sequoias twist and curl through space, and other plant life is cradled among The Great Tree of the Elemental Plane these humongous branches. The of Wood is a vibrant, living community. branches of the Great Tree fill with There are no known wood elementals, water and support mangrove forests, but wood element creatures exist that are while other ridged portions are homes to analogs for many Material Plane domesticated crops. creatures. Such creatures act as guardians on the Elemental Plane of Forests of pine and oak spiral along the Wood. great branches. Blankets of wildflowers grow up along the sides of the Great The Elemental Plane of Wood is also Tree, and within hidden hollows thrive home to a number of plant creatures, 30 including treants, shambling mounds, However, it waxes and wanes from the assassin vines, tendriculoses, and various brightness of a sunny day to a full forms of fungi (including phantom moon's light. Night and day match that fungi). Oozes also live on the plane, of the Material Plane. especially ochre jellies, which do not affect wood. The Negative Energy Plane A barren, empty place, a void without All vegetable life on the plane shares an end, and a place of empty, endless night. empathic link, so wanton destruction Worse, it is a needy, greedy plane, alerts other denizens of the plane. Such sucking the life out of anything that is communication is limited to basic vulnerable. Heat, fire, and life itself are emotions and has a range of 200 feet. If all drawn into the maw of this plane, the plants need to communicate with which hungers for more. fleshy beings, they use Common or Treant. The Negative Energy Plane is the most hostile of the Inner Planes, and the most The Elemental Plane of Wood isn't uncaring and intolerant of life. Only directly hostile, though its inhabitants creatures invulnerable to its life-draining often are. As long as travelers don't energies may survive there, and even destroy native plant life, the wood they have problems as the negative element creatures leave them alone. energy tugs at them imploringly. However, cutting down trees, harvesting grain or fruit, or attacking the Great Tree Subjective Directional Gravity: Similar brings legions of guardians down on the to the Elemental Plane of Air, on this interlopers. Despite the plenty, travelers plane each inhabitant decides his own may wish to bring their own food, or to “down.” scavenge dropped seeds and nuts. Characters who remain on the Elemental Traits; Plane of Wood should keep moving. Normal Time.

Vines starts to grow over a character Infinite Size. who stays in one spot for more than an hour. After 4 hours, the character is Areas within the plane have only the trapped in the equivalent of an Entangle minor negative-dominant trait, and these spell. While the plane is made primarily islands tend to be inhabited. of plant life, it is a lush, living landscape that does not burn easily. Plant creatures Spells and spell-like abilities that use that are particularly vulnerable to fire do negative energy are maximized (as if the not have this weakness on the Elemental Maximize Spell feat had been used on Plane of Wood. them, but the spells don't require higher- level slots). Spells and spell-like abilities Vision, including darkvision and low- that are already maximized are light vision, is unaffected on the unaffected by this benefit. Class abilities Elemental Plane of Wood. Like other that use negative energy, such as elemental planes, the very atmosphere rebuking and controlling undead, gain a seems to have its own luminescence. 31

+10 bonus on the roll to determine Hit living creatures away. Similarly, food Dice affected. and drink do not exist naturally on the Negative Energy Plane, so a traveler Spells and spell-like abilities that use must bring supplies as well. positive energy, including cure spells, are impeded. These spells and spell-like The Negative Energy Plane preys on abilities can still be used, but a more than just light. It greedily sucks the successful WIS check must be made to energy out of anything that it can. do so. Characters suffer a –10 penalty on Torches and lanterns last half the normal Fortitude saving throws made to regain time. The durations of spells are negative levels bestowed through energy unaffected, because the nature of the drain while on this plane, though they spell itself counteracts the entropic may leave the Negative Energy Plane power of negative energy. and make their Fortitude saves somewhere else. The Negative Energy Plane is completely and totally black. Even if Like its positive energy twin, the travelers bring their own light source, Negative Energy Plane is relatively the inherent power of the plane drains empty. It contains no true elemental the color from everything, leaving only forms or versions of Material Plane gray tones lit by flickering light. creatures, and its outsiders are few and far between. Unlike on the Positive Vision (including darkvision) is limited Energy Plane, undead thrive in this dark to 5 feet. Light sources beyond that place. range appear as indistinct bits of radiance glimmering faintly against the The Negative Energy Plane is a deepest night. Distance is impossible to hospitable home for the undead, gauge within this oppressive especially undead that drain life energies environment. from their opponents. Wraiths, spectres, and wights are all common, and some In some locations on the Negative powerful and liches make their Energy Plane, the collapsing intensity of homes on the Negative Energy Plane as the plane is so great that the negative well. The only thing that limits such energy folds in on itself, stabilizing into creatures is the availability of prey, so solid chunks of utterly black matter. the undead may be on their way Anything that comes into contact with a elsewhere when encountered. voidstone is instantly destroyed. A character touching a piece of voidstone The greatest immediate danger on the gets a CON saving throw each round he Negative Energy Plane is the plane itself stays in contact with it. Even natives of —its brooding malevolence and soul- the Negative Energy Plane are sucking nature are a threat to all who vulnerable to voidstones. Voidstones cross it. As with its positive twin, there may be of any size, ranging from inches is no air on the Negative Energy Plane. across to dozens of feet. While the environment is not a true vacuum, suffocation is a great peril, and Certain regions on the Negative Energy the lack of breathable air tends to keep Plane are less deadly than others, 32 reducing the negative-dominant trait Spells and spell-like abilities that use from major to minor or even removing it positive energy are maximized (as if the entirely. These areas, called the Maximize Spell feat had been used on doldrums, are relatively static on the them, but the spells don't require higher- plane, so towers, cities, and other level slots). Spells and spell-like abilities structures can be built at their locations. that are already maximized are unaffected by this benefit. The Positive Energy Plane is best compared to the heart of a star. It While cure spells are maximized, not all is a continual furnace of creation, a healing spells are affected. The Positive domain of brilliance beyond the ability Energy Plane does not affect remove of mortal eyes to comprehend. Its very disease, for example, because the being wavers and ripples as new matter beneficial energies of the plane aid the and energy is born and swells to full disease as much as they help the victim. power like a bursting fruit. It is a vibrant Class abilities that use positive energy, plane, so alive with itself that travelers such as turning and destroying undead, themselves are empowered by visiting it. gain a +10 bonus on the roll to determine Hit Dice affected. (Undead The Positive Energy Plane has no are almost impossible to find on this surface and is akin to the Elemental plane, however.) Plane of Air with its wide, open nature. However, every bit of this plane glows Spells and spell-like abilities that use brightly with innate power. This power negative energy are impeded, including is dangerous to mortal forms, which are inflict spells. These spells and spell-like not made to handle it. abilities can still be used, but a successful WIS check must be made to Despite the beneficial effects of the do so. plane, it is one of the most hostile of the Inner Planes. An unprotected character The Energy Planes are called “empty on this plane swells with power as planes” because they have little in the positive energy is forcefed into her. way of native life. They lack the Then, her mortal frame unable to contain traditional elemental forms of the other that power, she immolates as a small planes, or if they have them, they are so planet caught at the edge of a supernova. unlike life on the Material Plane that Visits to the Positive Energy plane are they are not recognized. brief, and even then travelers must be heavily protected. Outsiders native to the Positive Energy Plane are immune to the detrimental Traits; effects typical to the plane, though they Normal Time. still benefit from the regenerative nature of the domain. Beings that cannot be Infinite Size. healed in a normal manner or do not benefit from positive energy, such as Some regions of the plane have the constructs, can survive in this domain as minor positive-dominant trait instead, well. and those islands tend to be inhabited. 33

The greatest immediate danger on the energy burst must make a CON save or Positive Energy Plane is the plane itself. be blinded for D10 rounds. Its radiance poses a threat to travelers who go there. The edge zones are a reference for quiet areas on the plane, like islands or shores There is no air in the Positive Energy on the seething hotbed of energy. These Plane. While the plane is not a true regions have the minor positive- vacuum (the positive energy provides dominant trait and are dotted with bits of the equivalent of normal atmospheric flotsam from other planes, including pressure), suffocation is a great danger. floating citadels, bits of tattered astral Even the fast healing given to all haze, and shards of other planes. The inhabitants of the plane has no effect on more solid pieces of the edge zones are suffocation. Travelers on this plane must used as outposts by creatures powerful bring their own atmosphere or forgo enough to weather the changing nature breathing while here. of the plane itself. Such strongholds must be well protected, because tides of Similarly, food and drink do not exist more intense positive energy could naturally on the Positive Energy Plane, sweep over the edge zone at any time. and subdual damage from starvation and thirst is not automatically healed either. The Temporal Energy plane is, as befits time, continually in motion. The plane of positive energy is a place of It is a gray windstorm with neither a brilliant white, where the inherent power base nor a top that buffets and overturns of the plane bleaches out the spectrum travelers who venture within. Everything and leaves an environment of nothing that enters the plane is tossed and ground but white and stark shadows. against itself until all that remains is more dust-the sands of time carried by Vision (including darkvision) is limited the winds to erode new items. to 5 feet. Objects and creatures beyond that range appear as indistinct blots of The Temporal Energy Plane, also called darkness against the background white. the Plane of Time, is a vast expanse Distance is impossible to gauge within similar to the Elemental Plane of Air. this brilliant environment. However, the Temporal Energy plane is in constant motion, storming and Even among the brilliant and deadly churning like a sirocco. The stormy radiance of the Positive Energy Plane, nature of the Temporal Energy Plane some regions are more intense and poses a physical problem, but the greater dangerous than the others. These regions danger is in the nature of time itself. erupt like miniature suns, suddenly granting those within the burst radius Those within the sandstorm can be (usually 30 feet, but occasionally up to carried months or years into the future, 120 feet) an additional 3D10 temporary effectively exiling them from their hit points. The dangers of exceeding native plane. Several Material Plane double one's normal hit points total still civilizations saw this plane as a apply. In addition, those within an convenient prison for unpopular malefactors. But some cultures survived 34 long enough to regret it when their exiles The Energy Planes lack the traditional returned centuries after their departure— elemental forms of the other Inner and had aged only a few days. Planes, or, if they have them. they are so unlike life on the Material plane that Travelers choose their own down just as they don't interact with travelers. they would on the Elemental Plane of Air, although this does little good when Even by the standards of an Energy caught in a sandstorm. Plane, the Plane of Time is particularly empty of living things, whether visitors The Temporal Energy Plane is timeless or natives. Most of the creatures there with regard to such mundane matters seem to be trapped by some magical such as hunger, thirst, and sleep. It has mishap or a failed attempt to capture the erratic time trait compared to the time's power for themselves. Material Plane, however. Metallic constructs similar to and inevitables are liable to be found on Traits; the Temporal Energy Plane. Infinite Size. Many of them are ancient creatures, their The Temporal Energy Plane is neither shells sandblasted to a shining gleam. positive nor negative dominant. These creatures, originally sent here by However, parts of its eternal windstorm spellcasters of bygone ages, have been may have either the minor positive- trapped here ever since. Many constructs dominant or minor negative-dominant attempt to “mercifully” destroy new trait. interlopers to save them from the eternal madness of the storm Spells and spell-like abilities that have time-based effects, including such spells The greatest immediate danger on the as Haste and Time Stop, are extended (as Temporal Energy Plane is the eternal the Extend Spell feat). Spells and spell- wind that sweeps through it, billowing like abilities that are already extended with the dust that used to be worlds, are unaffected by this trait. A Time Stop structures, and other travelers leveled by spell is particularly useful on the the power of time. Temporal Energy Plane because it creates a bubble around the user that There is an atmosphere of sorts in the protects against the effects of the dust- Temporal Energy plane: bits of matter laden winds. Such a bubble then drifts ground so fine as to be as light as air. across the plane. The dust can suffocate unprotected characters. Characters caught unprepared Limited Magic: Spells that affect wind can hold their breath for a number of and weather do not affect the winds on rounds equal to twice their Constitution the Temporal Energy Plane. These winds score, and those with a scarf or other are moved not by natural causes, but by protection over their mouth and nose can the relentless advance of entropy last a number of rounds equal to ten through the cosmos. times their Constitution score. Creatures that don't breathe (such as undead and constructs) are unaffected by this hazard. 35

The storms of the Temporal Energy finished, the time loop returns to its Plane are more dangerous than even a original plane. This can be a blessing or great duststorm on the Material Plane a curse for the original inhabitants of the because this dust is corrosive, flailing time loop, who have been living on a away at the flesh itself with bits of plane with the erratic time trait for years temporal energy. The dust deals 1d6 if not centuries. points of non-lethal damage for every round a character spends on the plane. 7. The Realm of Concordance Contains the following dimensions; The dust obscures vision, including Law, Chaos and Conflict. These planes darkvision, beyond 5 feet. Objects 10 provide the checks and balances that feet away are dim shapes (total hold all the other planes within the great concealment), and nothing beyond 10 wheel in place, despite Law feet is visible. The howling of the wind and Chaos trying to control these planes imposes a –8 penalty on Listen checks. and swing the multiverse their way. Each of these planes drains the lawful Within the storm are whirlpools, and chaotic tendencies from the swirling basins of dust. Those caught in personalities of characters who spend the eddies take D12 points of damage time on them, each plane bending (lethal damage) for D10 rounds before characters to its own form of neutrality. the whirlpool ejects them back into the storm. A portal to a random plane sits at 8. The Realm of the base of such a maelstrom 60% of the Limbo is described as a place of pure time. chaos where everything is in constant motion and change, especially the Pieces of other planes occasionally bob landscape, which can shift unpredictably and weave through the storm, and randomly rolls over upon itself like impervious to the effects of the winds of liquid. Very few places in Limbo are time. These are time loops, pieces of stable enough for normal travel. various planes that have become Limbo is home to the slaadi and their separated from their original realms. lords (most notably Ygorl and Ssendam), Time loops appear much as they did on and to the githzerai. Very few gods call their original planes, except their Limbo home, as the plane is not well- inhabitants take the same actions again suited to any sort of permanent and again, repeating themselves structures. The shared realm of Tempus endlessly. A time loop is rarely larger and the Red Knight can be found on than a few hundred square feet in area. Limbo, as can Shaundakul's realm. The elven god Fenmarel Mestarine calls this On the Plane of Temporal Energy, time chaotic plane home as well. loops can be a refuge for those battered by the storm—and a possible way of The plane of Limbo is the location of a exiting the Plane of Time. Should a number of godly realms: newcomer to a time loop manage to The elven god Fenmarel Mestarine's interrupt the sequence of events realm of Fennimar. significantly or complete a task that the Indra, Vayu, and Agni's realm of time loop's inhabitants have never Swarga. 36

Llerg's realm of Beasthaven. This makes travel fun, as areas Procan's realm of Seasedge. dominated by "Air" allow users to fly (or Ralishaz's realm of The Kiss of Luck. fall) in a chosen direction, where Shaundakul's realm of Shaunadaur. swimmers could create "Water" for Shina-Tsu-Hiko's realm of Windshome. themselves and move that way. You Sirrion's realm of The Flame Void. could also go more complicated and Tempus and the Red Knight's shared build a road for yourself if you simply realm of Knight's Rest. wanted to walk somewhere. Susanoo's realm of The Globe of Raging Chaos. Those areas of controlled Limbo last as Fauna include the Chaos dragon. long as the creator maintains his interest, or unless someone else is around to Traits; maintain control for him. Otherwise it all As a rule, Limbo does not have a just melts back into chaos matter, so woe discernable geography. The plane is betide anyone who falls asleep in his primarily made up of "Chaos Matter" stabilised area without someone to keep which is an endlessly roiling and toiling watch. stuff of no constant physical substance or appearance. The most powerful minds can imbue a level of permanency on the chaos-stuff, A pocket of air might suddenly congeal so they don't have to worry about it into water after a round, harden into dissolving when they stop paying stone after three more rounds, then attention. Nor do they need to be spontaneously ignite into flame after two concerned about someone else's idle rounds, before bubbling into water again thoughts punching holes in it in less than one round... There's no accidentally, so it is those areas of stable particular pattern to what might happen matter that population centers can most next, and it might give you the often be found. impression that Limbo is inhospitable. Thankfully, Chaos matter can be shaped However, it should not be understated into something else merely by willing it that the plane is Strongly aligned to into something else and there exists Chaos, so if you're a structured, well guilds of "Anarchs" who spend their ordered individual (i.e "Lawful") then days doing just that. your psyche might crack under the pressure of all the nonsense that the At the most basic level, any person can plane puts out, coming with a create a pocket of stabilized air for them corresponding reduction in your ability to breathe without any fuss. More to control the environment. complex combinations of elements can be created with stronger minds to hold it While the laws of physics are always in together, allowing individuals or groups flux, the laws of magic are equally to create virtually anything imaginable affected: Spellcasting becomes and imbue their creations with any trait hazardous in all areas other than those they can conceive of... From a field of permanently stabilized, creating a rainbow unicorns to a river of boiling chance that any time you cast a spell it piss. might fly off in a random direction, do 37 nothing at all, do something entirely 9. The Shadow Realm different, or go Nuclear. That's just the The Plane of Shadow is a darkly lighted nature of Chaos, so don't say you haven't dimension that is both coterminous to been warned. and coexistent with the Material Plane. It overlaps the Material Plane much as the Limbo is synonymous with the Ethereal Plane does, so a planar traveler Maelstrom in the Pathfinder Great can use the Plane of Shadow to cover Beyond cosmology. The two planes are great distances quickly. The Plane of thematically identical in that they are Shadow is also coterminous to other both rolling expanses of raw potentiality planes. With the right spell, you can use that can be shaped into anything the Plane of Shadow to visit other conceivable, though because the . Pathfinder cosmology is structured differently, the location is different, as is The Plane of Shadow is a world of black the plane's history. and white; color itself has been bleached from the environment. It is otherwise The Maelstrom is typically considered to appears similar (but not exactly be the oldest plane in existence; identical) to the Material Plane. surrounding and encompassing everything else; when mortals arrived in The terrain of the Plane of Shadow is the Prime Material their thoughts usually similar to the area where the impacted the raw chaos matter and traveler enters from the Material Plane. spawned the other planes. If a wizard travels onto the Plane of Shadow from a forest, she first sees an Instead of being positioned directly equivalent shadow forest. If she starts opposite to the plane of Axis, the underwater, she appears within a Maelstrom has its borders right up to the shadowy sea that behaves like a Material walls of the city of pure law, and assails Plane ocean, so her water breathing spell them relentlessly, although this "war" still works. against law is not going well for the forces of chaos, as Axis continues to However, as she moves away from her grow outwards; annexing more territory entry point, the terrain of the Plane of from the Maelstrom all the time. Though Shadow changes dramatically, although law may grow infinitely, the chaos is it usually bears some resemblance to the infinite by itself, meaning the conflict corresponding terrain on the Material may continue up until the end of time. Plane.

Unusually, the Maelstrom is not The plane of Shadow is in many ways exclusively home to chaotic individuals. the dark duplicate of the Material Plane. Many true neutral deities not concerned Much is similar, but there are significant with life and death, including Nethys, differences. The Plane of Shadow has make their divine realm here. The city of the following traits. Basrakal is populated almost entirely by outsiders of the "wrong" alignment for Traits; their type. Normal Gravity. 38

Normal Time. their ranges halved on the Plane of Shadow. Despite the dark nature of the Infinite Size. Plane of Shadow, spells that produce, use, or manipulate darkness itself are Spells such as shadow conjuration and unaffected by the plane. shadow evocation modify the base material of the Plane of Shadow. The Travelers typically access the Plane of utility and power of these spells within Shadow with spells or permanent the Plane of Shadow make them portals. There are also vortices between particularly useful for explorers and the Plane of Shadow and the Material natives alike. Plane that function randomly and have variable destinations. These intermittent Some small regions on the Plane of portals to the Plane of Shadow are Shadow (called Darklands) have the usually Medium-size and last for D6 minor negative-dominant trait, however. days before fading.

Spells with the shadow descriptor are The frequency of these portals is enhanced on the Plane of Shadow. Such unknown, for many may appear, last for spells are cast as though they were a few days, then fade without anyone prepared with the Maximize Spell feat, noticing, much less using, the portal. though they don’t require the higher Like any vortex, spells and unattended spell slots. Furthermore, specific spells objects (such as arrows) can pass from become more powerful on the Plane of one plane to another. Shadow. Shadow conjuration and shadow evocation spells are 30% as The Plane of Shadow does not connect powerful as the conjurations and to the Ethereal Plane. Spells and spell- evocations they mimic (as opposed to like abilities that use or access the 20%). Ethereal Plane do not function in the Plane of Shadow. The Plane of Shadow Greater shadow conjuration and greater is coexistent with the Astral Plane, so shadow evocation are 60% as powerful various spells and portals make it (not 40%), and a shade spell conjures at possible to move between the two 90% of the power of the original (not planes. 60%). To calculate the effect of such spells, take advantage of Maximize Spell The Plane of Shadow can lead to to garner maximum hit points or alternate Material Planes and other maximum damage, then apply the planes of existence. This is a perilous percentage above. way to travel, because the way to other planes plunges through parts of the Plane Spells that use or generate light or fire of Shadow that are not coexistent with may fizzle when cast on the Plane of any known plane and home to a variety Shadow. A spellcaster attempting a spell of fell monsters. with the light or fire descriptor must succeed at a WIS check. Spells that While the Plane of Shadow is not evil in produce light are less effective in and of itself, it is home to a wide variety general, because all light sources have of foul creatures that hate the light and 39 the living. The best known denizen of their adopted home. Which abilities the plane is the shadow, an undead change seems to be unpredictable from creature that sucks the strength from creature to creature and location to adventurers on either the Material Plane location on the Plane of Shadow. or the Plane of Shadow. One of the most distressing features of The Plane of Shadow has native versions the Plane of Shadow is that it is a of many of the plants and animals found warped reflection of the Material Plane. on the Material Plane, but the shadow A shadow traveler who enters the Plane versions are twisted, dark variants. of Shadow from her hometown may find herself in a dark, abandoned version of There are numerous stories of castles that town. The parallels are not exact, so and entire cities that have been sucked her home may be on a different street, be up by the Plane of Shadow over the built in a different style, or (most likely) years. Some still survive, but they have lie in ruins. been warped by the insidious, toxic nature of the Plane of Shadow. This Shadow travelers in a place particularly toxicity only manifests after decades on familiar or meaningful to them must the Plane of Shadow. It grants strange make a Will saving throw to ignore such abilities and inhuman attributes to those dark mirages. Those who fail are infected by shadow's touch. haunted and rattled by the similarities, suffering a –2 morale penalty on attacks Traits; and saving throws as long as they remain The Plane of Shadow is no more or less in a location familiar to them. Travelers dangerous than the Material Plane. who make their saves are unaffected by Certain regions are perilous, and the the dark mirages for the duration of their natives are hostile, but the plane is not trip to the Plane of Shadow inherently damaging to most who travel it. On the Plane of Shadow, patches of darkness exist that are even darker than Unlike on the Astral Plane and the the shadows themselves. Negative Ethereal Plane, there is sufficient food energy infuses these places. Whether the (though it's often dark in color and negative energy is bleeding over from dripping black blood) and water (though the Negative Energy plane or it's simply it's ichorous and thick). The air on the a byproduct of the high concentration of plane is normal, and a native of the undead shadows and other life-draining Material Plane can survive years here undead is unknown. without ill effect—once he gets used to the darkness and the ever-present slight Darklands regions have the minor chill. negative-dominant trait. Living creatures that enter the darklands take D6 points But over decades, the Plane of Shadow of damage per round from negative is toxic to nonnatives. Creatures from energy and crumble into ash if they elsewhere who spend most of their lives reach 0 hit points or less. Spells and on the Plane of Shadow develop new magic items that protect against negative abilities and vulnerabilities to match 40 energy function normally within the Most frequently, the Dark Powers make darklands. their wishes and intentions known through subtle manipulations of fate. Travelers to the Plane of Shadow can Thus, Barovia's lord Strahd von identify darklands easily. They are more Zarovich's many attempts to win back desolate and bleak than the surrounding his love, Tatyana, are doomed to failure, areas (which are themselves pretty bleak but the Dark Powers arrange such that he on this plane). Plants are dead and never truly loses hope. desiccated from the long-term effects of the negative energy. Each time, for example, Strahd's own actions may be partially culpable for his 10. The Ravenloft Realm failure, and as such he may go through Ravenloft is an alternate time-space crippling self-recrimination, rather than existence known as a pocket dimension cursing the gods solely and giving up. or demiplane, called the Demiplane of Most other have similar tales Dread, which consists of a collection of of frustration, kept all the more land pieces called "domains", brought unbearable because the flicker of the together by a mysterious force known possibility of success is never truly only as the Dark Powers. Each domain is extinguished. tailored to and mystically ruled by a being called a who is forever Not all Darklords acknowledge the Dark trapped and surrounded by magical mists Powers directly, however. Strahd, for surrounding the domain. example, in his own memoirs, speaks only of a force known as Death, who As a physical manifestation of that mocks him with the voices of his family plane, lands, monsters and even people and former colleagues throughout his are created out of the mysterious mists, life. Vlad Drakov, the Darklord of and the realm acts as a prison where one Falkovnia whose military expeditions could enter or be transported, but means are doomed to constant failure, seems of escape are few. even to be totally oblivious to any non- mortal factors in his repeated defeats. Ravenloft is primarily a Gothic horror setting. Its magical mists could appear The Dark Powers also seem capable of anywhere in the Shattered Realms non-evil manipulations. Although their drawing evil-doers (or player characters) machinations are often directly into the Ravenloft dimension. One responsible for the misery of many of exception is the phlogiston of the Ravenloft's inhabitants, they also appear Spelljammer setting. The phlogiston to play a role as dispensers of justice. blocks all planar travel, but the Some tales of innocents who have Ravenloft mists can appear in deep space escaped Ravenloft for happier environs inside crystal shells. are attributed to the Dark Powers, who have judged a being worthy of reward and release from their misty domain. 41

11. The Far Realms Each of the nine has its own These Realms exist right at the outer physical laws or properties of matter, but edge of the Shattered Realms all were inhospitable or deadly to cosmology. It includes the After Worlds, outsiders. Each is a different the Magic Lands, and the Lands of infinite layer interconnected at barriers Logic. much like a nine-layered cake—the lowest points of one layer manifested 11a. Dimensions within the Magic barriers that exited high above the Lands surface of the next lower layer. The river Also known as the Faerie Realms, and Styx flows through the first layer, Domains of Fantasy. Some physics work Avernus, and also the fifth layer, Stygia, differently in these realms than they do before crossing over into . in the real world, depending on the nature of the magic present in each. Each of the nine Hells is unique and usually mirrors the malevolent characteristics of its ruler, or perhaps the archdevils are shaped by the domains they schemed to control, no one can be certain. Each Hell is a separate infinite layer rigidly joined to its neighbors by barriers at fixed locations.

The relationship between layers and circles is not fully known. What follows are descriptions of the nine Hells reported by various cosmologists working under different cosmological models, gathered, collated, and summarized.

Avernus The first circle of Hell was also the "topmost" because Astral travelers would emerge from color pools on this layer and reaching the next circle required descending to the lower depths The Nine Hells of Baator to breach a barrier to Dis. According to This is a plane of sinister evil and the Great Wheel cosmology model, this institutional cruelty organized in a strict layer is also connected by portal to caste system with a very rigid chain of Acheron, Gehenna, and Concordant command. Unlike the demons of the Opposition. Abyss, the devils are highly organized in their quest for power and status— By all accounts Avernus is a desolate scheming and plotting power plays, wasteland with rocky terrain, sparse, coups, and assassinations. twisted vegetation, concealed snake pits, caves and warrens, volcanoes, and rivers 42 of magma. The sky is starless, full of the City of Chains, hangs by massive choking smoke, and glows a dark red links of chain above the noisome fen and due to balls of flammable gas that float is ruled by kytons. about or streak across the atmosphere, randomly exploding as a fireball. Phlegethos The fourth circle is the Hell that most Dis resembled the stereotype of a fiery world The second circle of Hell, when of eternal damnation, filled with active described as its own layer, is a flat volcanoes, rivers of liquid fire, molten barren plane containing little more than rock, ash hills, smoking pits, unbearable black, stagnant rivers, stretching for heat, all wracked by tremors and thousands of miles/kilometers until it earthquakes. Even the air seems aflame reached some rolling hills. The sky is a and thus Phlegethos is considered to be cloudy dull green shot through with fire-dominant. The city of Abriymoch is lightning. In the center of this plane rises the seat of power in this realm, built of the Iron City of Dis, several kilometers hardened magma, obsidian, and crystal in height and hundreds of kilometers in the caldera of an extinct volcano wide. The foul rivers radiate from a moat which provides visitors some protection big enough to be called a lake from the elemental environment found surrounding the Iron City. Not to be throughout the rest of the plane. confused with the planet Dis. Stygia Minauros The complete opposite of Phlegethos, Minauros as a layer is described as an Stygia was either a bottomless ocean endless bog of vile pollution, decaying covered by an ice sheet up to three miles bodies, and rotting marsh, repeatedly (five kilometers) thick, or a frozen sea drenched by rain, sleet, and hail storms. salted with huge icebergs buried in a The soggy, bone-strewn, disease-ridden cavern several kilometers below Dis and swampland make movement very hundreds of kilometers away from fiery difficult and is only broken occasionally Phlegethos. The river Styx cuts across by serpentine ridges of volcanic rock. the ice forming a channel. Styx supports Nameless creatures even the devils fear small but hardy plants and mosses inhabit the swamp. Minauros as a realm which, after millennia of decay of this is depicted as a broad but low-vaulted vegetation, results in swampy areas cavern connected to Dis. An oily water along the banks of the river. A few percolates through the roof of the cave floating islands are the only non-frozen and rains down upon swamps, deserts of ground in Stygia, their peaks wreathed in mud and oozing black soil, pockmarked lightning arcing from the coal-black sky. by bubbling fumaroles and mud geysers. Where lightning strikes, a strange Minauros is also the name of the city phenomenon called "cold fire" erupts: built of black stone by Mammon on the white flames of extreme cold that "burn" treacherous surface of this place. Only for a short time and then disappear the ceaseless efforts of thousands of without a trace. The great city of Tantlin minions and slaves prevent the city from is built upon one of these islands, in the sinking and being consumed by the bog. curve of the swampy Styx, or perhaps on The city of Jangling Hiter, also known as a giant ice floe. Due to the proximity of 43 the Styx, Tantlin is a cross-planar bridges and walkways. Malagard is trading post for those brave enough to rumored to contain a million rooms and attempt navigating the treacherous river. to cap an equally complex dungeon labyrinth. Malbolge As a Great Wheel layer, Malbolge is a Cania gargantuan tumble of angular black Cania is a bitterly cold-dominant realm stone blocks, each block ranging in size of solid ice mountains, titanic, from a small city to a large metropolis, unnaturally fast-moving glaciers, and that formed a pile hundreds of nearly continuous snowfall that make kilometers thick. The randomly tilted Stygia seem balmy by comparison. and ill-fitting blocks are honeycombed Unprotected travelers are exposed to with angular passages and caverns temperatures of −60 ℉ (−51 ℃) but on causing non-flying travelers to the positive side there are few creatures frequently need mountaineering skills that hunt in the icy wastes. and risk avalanches. Stinking clouds of vapour rise up from the depths and light Nessus the sky with the colour of blood, causing The ninth and deepest Hell is a land of cosmologists to speculate that the blocks extremes: regions cold as Cania, of Malbolge may have rested on an volcanoes like Phlegethos, a lake of ice, infinite sea of lava. Corroborating a flaming forest, sheer cliffs, firewinds, reports have been heard of flammable and a citadel even larger than Khin-Oin materials left on the ground in . It is said that Malsheem can spontaneously combusting. Most hold millions of devils within its habitations in Malbolge are copper-clad mountainous edifice, from the lowest fortresses built from black stone. warrens deep in the trench to the soaring spires kilometers above the tortured Maladomini plane. The Great Wheel cosmology view of the seventh circle of Hell describe it as Inhabitants having vapor-polluted skies similar to The principal inhabitants of the Nine Malbolge but the surface is solid. The Hells/Baator are the devils, and their seventh Hell is filled with ruins of old offspring in varieties too numerous to cities, stagnant rivers, exhausted and catalog here. In addition to the devils, abandoned quarries and strip mines, this plane is home to bonespears, gathra, stone aqueducts and lava canals, haraknin, hell hounds, imps, night hags, decaying fortresses, swarms of biting nightmares, and maelephants. Also flies, and black pools of ichor that erupt occasionally encountered are achaierai, from the ground. The Lord of the barghests, hellcats, mephits, rakshasa, Seventh was never satisfied with the and stench kows. construction of his capitol and repeatedly built and abandoned city after city. The largest and most beautiful is Malagard, a sprawling metropolis/ palace/fortress/arcology with myriad black towers linked by a tangled web of 44

The main race that inhabits the Abyss are the demons, chaotic evil beings. There are four kinds of demons: the classical, religion-inspired demons of evil and sin the Tanar'ri; the ancient, Lovecraftian Obyriths; the recently appeared Loumaras; and the other demons, which are simply demons that are not specified as belonging to any of the other three categories. Each of these categories contains numerous different species of demon. Of the four categories, the Tanar'ri are the most numerous and most influential and the true rulers of the plane.

The petitioners (souls of the dead who have been sent to the layer for the afterlife) of the Abyss are called manes, and they are the lowest caste of the Tanar'ri. They have pale white skin, sharp teeth and claws, and maggots are The Abyss reported to crawl through their flesh. The description of the Abyss varies Manes that survive for many years may between different editions, campaign be promoted to greater forms of demon. settings and even individual accessories. Extremely clever, lucky ones that This can be viewed as the canonical survive for millennia may even status of the Abyss changing, or as an in- eventually become Demon Lords. The character explanation that the conflicting Demon Lord Orcus is one such demon information is the result of lord who began as a mane. misinformation spread by the demons themselves, and of misunderstandings by The Demon Lords, also known as demon those who study them. princes, are extremely powerful demons, mostly of the Tanar'ri category though a One description of the Abyss presents it few Obyrith lords exist as well, who as a region of intense, extreme, and through sheer power and influence have unforgiving climates, with layers come to rule over one of the layers of the consisting of overwhelmingly fierce Abyss. They are near god-like in power, desert sandstorms; explosively unstable each have unique forms, many have cult- volcanic activity, boiling lava, and followings upon the material plane, and molten rock; blinding, sub-zero Arctic they command scores of lesser demons. glaciers; bottomless oceans filled with Known demon lords include Orcus, as enormous leviathans; nauseatingly putrid well as , Graz'zt, Fraz- environments saturated with disease- Urb'luu, , Yeenoghu, Juiblex, causing fungi; and the endless, Malcanthet, Pazuzu, Kostchtchie, existential void of infinite space. 45

Dagon, Pale Night, Obox-ob, Zuggtmoy, to the known ordering of layers within Sess'Innek, and numerous others. all the other planes of the D&D cosmology. A useful metaphor is a deck Chaotic evil deities also inhabit the of playing cards shuffled and then tossed Abyss, including Vaprak, the god of down so they are piled together loosely, ogres and trolls; Lolth, the demon queen randomly, and sometimes not at all. of spiders and drow; and Great Mother, the goddess of beholders. These deities A list of layers named so far in D&D could also be considered demon lords supplements includes: however. The term "Demon Lord" is 1 - Pazunia (also known as The Plain of really more of a title than a category of Infinite Portals or The Palace of 1001 beings, and deities such as those Closets) has been described as an infinite mentioned meet the criteria for bearing plain with only three types of distinct such a title of ruling over one of the features: Abyss' layers. Many of the formerly The river Styx flowing through it (as it mentioned demon lords themselves have does through the top layers of other evil god-like traits; they sway the worship of planes). entire races, have cult-followings, and Large sinkholes which connect to other sometimes even have portfolios layers of the Abyss, some were drilled attributed to them. Therefore, they might intentionally by ancient demons during be gods. The exact distinction between the Abyss' original exploration. The "demon lord" and "" is rather largest of these holes is the Grand unclear. Abyss. Iron Fortresses which guard the physical Like other outer planes, the Abyss is bodies of Demon Princes when they spatially infinite. leave the Abyss to travel astrally. 2 - Driller's Hives, realm of Tharzax the The Abyss is said to consist of an Chattering Prince. infinite number of layers, though the 3 - The Forgotten Land, realm of total number is also quoted as 666 (with Zzyczesiya the Ungrasped. an in-game explanation of the number 4 - The Grand Abyss, a bottomless, having general numerological import). nigh-infinite canyon that contains portals Layers are numbered based upon order to virtually every other layer in the of discovery by various personalities in Abyss. the background details of the game, 5 - Wormblood sometimes considered documented by 6 - Realm of a Million Eyes, home to the the Fraternity of Order faction of the Great Mother, Princess of Beholders. Planescape setting. Discrepancies in 7 - Phantom Plane, realm of the demon layer numbers between supplements and lord of the lizard kings, Sess'Innek. sources can be explained as catalogues 8 - The Skin-shedder, realm of that have been compiled by different Volisupula the Flensed Marquesse. sources. 9 - Burningwater 10 - "That Hellhole" It is impossible to know with any 11 - Molrat certainty whether layers are actually 12 - Twelvetrees arranged in this precise order, in contrast 46

13 - Blood Tor, realm of the goddesses 74 - Smargard, home to Merrshaulk the Beshaba and Umberlee from the yuan-ti deity and Ramenos the bullywug setting. (2nd edition deity. Also contains The Viper Pit, and AD&D) the Silent Temple. 14 - The Steaming Fen, realm of the 77 - The Gates of Heaven, realm of Queen of Chaos. Munkir and Nekir. 17 - Death's Reward, realm of Abraxas 79 - The Emessu Tunnels, realm of the Unfathomable. Anarazel the Daring Darkness. 21 - The Sixth Pyre, realm of Kardum, 81 - The Blood Shallows, one of Obox- Lord of Balors. ob's former realms. 23 - Iron Wastes, home to Kostchtchie, 88 - The Gaping Maw (or Brine Flats or demon Prince of frost giants. Abysm), home to Demogorgon, Prince 27 - Malignebula, realm of the Abyssal of Demons, one of the highest-ranking lord Lissa'aere the Noxious. demons in the abyss. 32 - Sholo-Tovoth: The Fields of 89 - Shadowsea, oceanic realm of the Consumption, realm of Turaglas the demon lord Dagon, Prince of the Depths. Ebon Maw. 90 - The Guttering Cove, realm of 45 to 47 - these three layers make up Ilsidahur the Howling King. Azzagrat, the realm of the demon prince 92 - Ulgurshek, the massive ancient Graz'zt, the rival of Demogorgon. Other Draeden sources list these as layers 42 to 44. In 99 - Unnamed contested layer consisting First Edition D&D, Graz'zt's layer is an of several distinctive realms (from First infinite palace which filled his entire edition D&D module Tales of the Outer layer. Planes); one is where demons are 49 - Shaddonon, realm of the demon lord spawned, another is a lightning realm, in Rhyxali, Princess of Shadow. another can be found portals leading to 52 - Vorganund Juiblex and Kali's layers. 57 - Torturous Truth, realm of the 111 - The Mind of Evil, realm of Abyssal lord Alvarez the Purging Duke. Sch’theraqpasstt the Serpent Reborn. 66 - The Demonweb Pits, home of Lolth, 113 - Thanatos, the realm of Orcus, queen of spiders and principal deity of demon prince of the Undead. Some evil drow, particularly in sources quote this as layer #333 or #133. Menzoberranzan. 128 - Slugbed, realm of the Abyssal lord 67 - The Heaving Hills (Verrangoin Lupercio the Baron of Sloth. Realm) 137 - Outcasts' End, realm of Azazel, 68 - The Swallowed Void Prince of Scapegoats. 69 - The Crushing Plain 142 - Lifebane, realm of the god 70 - The Ice Floe Chemosh from the setting. 71 - Spirac, hunting grounds of the 148 - Torrent demon lords. 176 - Hollow's Heart, realm of the 72 - Darklight, realm of Nocticula the demon lord Fraz-Urb'luu, which, due to Undeniable. his magical illusions, appears to be flat, 73 - The Wells of Darkness, currently colorless, and featureless to the human serve as the prison of several demon eye. lords such as Shami-Amorae, Ansitif and 177 - The Writhing Realm, realm of Ebulon. Ugudenk the Squirming King. 47

181 - The Rotting Plain, realm of the 421 - White Kingdom, ruled by the King troglodyte god Laogzed. of Ghouls, once a vassal to Orcus and 193 - Vulgarea, realm of the foxwoman Yeenoghu, but is now a free agent. goddess Eshebala. 422 - The Seeping Woods, ruled by 222 - Shedaklah (aka The Slime Pits), Yeenoghu, Demon Prince of Gnolls. home to Juiblex demon Prince of Slimes, 423 - Galun-Khur and Zuggtmoy, Demon Queen of Fungi. 452 - Ahriman-abad, realm of 223 - Offalmound, former realm of the Ahrimanes, Chief of the Cacodaemons. dead god Moander from the Forgotten 471 - Androlynne, the realm of Pale Realms setting. Night. 230 - The Dreaming Gulf, a windy realm 487 - Lair of the Beast and Mansion of home to the dreams of . the Rake, realm of the vampire god 241 - Palpitatia, realm of the bugbear Kanchelsis. gods Grankhul and Skiggaret. 489 - Noisome Vale, ruled by the balor 245 - The Scalding Sea Tarnhem. 248 - The Hidden Layer, realm of Eltab. 493 - The Steeping Isle, realm of Siragle 274 - Durao (gateway layer), mustering the Ineffable. ground for the armies of the Abyss as 499 - Carroristo they prepare for battle in the Blood War. 503 - Torremor, realm of the demon lord 297 - The Sighing Clifs, realm of the Pazuzu. Abyssal lord Lady Lynkhab. 507 - Occipitus, former realm of 300 - Feng-Tu, realm of the Chinese Adimarchus, the demon prince of gods Tou Mu and Lu Yueh. madness. 303 - The Sulfanorum 518 - Melantholep possible name of the 313 - Gorrison's Grasp, site of nesting grounds of the chole dragons, or Illssender's Tower perhaps an unknown demon prince who 333 - The Broken Scale,[8] realm of the rules the layer. god Hiddukel from the Dragonlance 523 - Rocky desert that houses the Lakes setting. of Fire 340 - The Black Blizzard 524 - Shatterstone, realm of the ogre god 348 - Fortress of Indifference, ruled by Vaprak. Tapheon, the nalfeshnee; former realm 528 - Juiblex's layer in First Edition of the demon lord Thralhavoc. D&D, an infinite layer of slimes and 357 - The Arc of Eternity, realm of oozes feeding off each other. Juiblex's Eldanoth the Bloodless Scion. palace is said to resemble the biggest 377 - Plains of Gallenshu pile of garbage in the multiverse. 399 - The Worm Realm, realm of the 531 - Vudra, realm of the giant marilith gnome god Urdlen. Shaktari, the Queen of Poison. 400 - Woeful Escarand (Nalfeshnee 558 - Fleshforges, realm of Dwiergus the Realm), a court at which newly arrived Chrysalis Prince. larvae and sometimes other demons are 566 - Soulfreeze, realm of Aseroth the judged Winter Warlock. 403 - The Rainless Waste, site of Mal 570 - Shendilavri, realm of the demon Arundak, the City of Confusion (Fallen lord Malcanthet, Queen of the Succubi. archon realm) 586 - Prison of the Mad God, realm of the derro god Diinkarazan. 48

597 - Goranthis, realm of Socothbenoth The first layer, Othrys, consists of a war- the Persuader. ravaged landscape of swamps and 600 - Endless Maze, the realm of stagnant rivers crossed only by spotted Baphomet, demon Prince of Minotaurs. ranges of mountains. Several Greek The demoness Pale Night resides here as Titans live on Othrys in the realm of well. . Furthermore, Raiden 601 - Conflagratum, realm of the maintains his Palace of Thunder on Abyssal lord Alzrius, Lord of Infernal Othrys. Light. 628 - Vallashan, a layer designed to The second layer, Cathrys (also called allow temporary victory to conquering The Crimson Jungle), is a layer of thick armies of good alignment, only to then jungles and open plains of razored grass. corrupt the conquerors and turn them Talona's realm, the Palace of Poison against themselves Tears, can be found on Cathrys, as can 643 - Caverns of the Skull, The Steading, the realm of hill giant 651 - Nethuria, realm of Vucarik, deity Grolantor. Consort of Chains. 652 - The Rift of Corrosion The third layer, Minethys, is a parched 663 - Zionyn, realm of the demon lord layer of crimson glowing sand and Obox-ob, Prince of Vermin. biting, desiccating sandstorms. Notable 666 - ??? locations on Minethys include Coeus' Temple, dedicated to the Titan of the Carceri same name; The Mausoleum of Pain of Carceri has six layers, contained inside the dragon god Faluzure; Karontor's each other in a similar manner to the Rack of Injustice; and Trickster's shells of a matryoshka doll. Each layer Delight, the realm of the naga deity consists of a series of orbs floating in an Parrafaire. infinite black void. Light is provided by the orbs only; as one progresses through The fourth layer, Colothys, consists of the layer, the light diminishes, and the jagged, unforgiving mountains and orbs are separated by larger and larger sudden chasms with little flat ground to distances. find refuge. Crius' Temple, dedicated to the Titan of the same name, can be The Bastion of Lost Hope, a fortress found here. Ellaniath, the realm of the controlled by the Revolutionary League, drow deity Vhaeraun, and The Land of can be found on Carceri. the Hunt, realm of the god Malar, are located on Colothys. Skullrot, an asylum run on behalf of the Demon Lord Graz'zt by his lich-fiend The fifth layer, Porphatys, is a cold layer lieutenant, Dark Myrakul, may also be dominated by a shallow, acidic ocean, found on Carceri. The fallen Celestial cut only by sand bars and drifts of semi- Adimarchus is currently imprisoned solid acid snow. Oceanus' Temple, here, exiled from his role as Demon dedicated to the Titan of the same name, Lord of the 507th Layer of the Abyss, is located on Porphatys. Occipitus. 49

The last layer, Agathys, consists of a Steam rises into the infinite and empty single orb of black ice alone in the void, black sky making the horizon glow a almost completely devoid of light and dull red. Khalas touches the Astral Plane sound, with only the shifting and and has connections to Hades, the Nine breaking of ice and the slow, crushing Hells, and Concordant Opposition. The agony of petitioners frozen in it being portals look like black chasms in the heard. Apomps' Three-Sided Palace, floor of deep underground passages. realm of the demodand (gehreleth) lord Markings on the walls would often Apomps, can be found on Agathys. The indicate the portal's destination, if you god Nerull from the World of can read them. setting also makes his home on Agathys. The second layer of Gehenna is the most Gehenna violently active layer with lava cascades The four layers of Gehenna are infinite thousands of miles/kilometers wide and planes with gravity at a forty-five degree city-sized volcanoes yawning open on angle to the ground, making travelers the slopes. The air wis foul with acrid feel as if they were on the side of a smoke for 16 kms above the surface and mountain with no base or peak. Anyone will cause blindness to unprotected eyes losing their footing could tumble for and have the effect of a stinking cloud kilometers before finding enough on the lungs. Below ground the air is purchase on the slope to halt their fall. fresher but stinks of burning flesh and Nearly all terrain that is not a river of hair. water or lava is slightly slippery to quite slick. All structures are either built onto Mungoth is a land of falling ash and or carved into the slopes. Heat and light burning snow. The furnaces of this layer come from the ground, much like are fewer and farther apart, allowing ice Tarterus, but the source is volcanic: lava and snow to build up in the darker places flows, vents, fumaroles, and mud pots between active areas. Travelers have to are very common. Earthquakes and brave the never-ending avalanches of volcanic eruptions occur often, tearing wet snow and fiery rock. Underground the land apart. On the hotter layers, passages are relatively safe. unprotected flammable items and creatures will catch fire from the The fourth layer is devoid of any glowing ground or superheated gases volcanic activity, even underground. All being ejected. The barriers between is dark and cold. The name of this layer layers are always underground, usually means literally "dead furnaces". in dead end corridors. The only creatures known to be native to The uppermost layer, Khalas, is the most this plane are the barghests, running livable of the four planes with many through the rifts of Khalas and waterfalls cascading down the slopes, occasionally found in smaller number on the largest being the river Styx. The Styx the other layers, and the pyroclastic follows a rough path down the slope, dragons. All the other creatures falls for thousands of meters, run originally came from the adjacent lower through twisty rapids before finally planes, mostly to hide from more disappearing into underground passages. powerful beings that wished to enslave 50 them. Gehenna is often a plane of exile The first layer of Hades was named for for the less powerful archdevils and the lord of the daemons (the daemon taskmasters. Oinodaemon), Anthraxus the Decayed. Oinos is the land of disease with stunted Even lesser deities tended to avoid and withered plants amid gray rocky Gehenna. Those that lean toward Law terrain. The river Styx flows through this were recruited into the of the layer and there are portals to Tarterus, Nine Hells and those that favored chaos Gehenna, and Concordant Opposition tended toward Hades. that look like huge spinning metal coins, visible for kilometers, often guarded by Hades iron fortresses. Anyone walking this land The Gray Waste of Hades, also known or floating on the river Styx has a chance as the Gray Waste, is an , of contracting a major disease. Many of home of the daemons. Located at the the daemons and some of the other midpoint of the Lower Planes, it is a creatures from the lower middle planes plane of evil balanced between Law and who were immune to disease make their Chaos. home here.

The three layers of Hades are called Compared to Oinos, the terrain in the glooms for good reason; they are realms second layer is rougher, like foothills, devoid of emotion, hope, and peace. with cooler temperatures, healthier Gray land and gray sky throughout, with vegetation including pine trees, and no no sun, moon or seasons to break the disease. Everything is cloaked in dreary monotony. Any color other than shades fog and mist, limiting vision to about a of gray would be obvious against the ithirty meters. Yggdrasil's roots reach background but would fade to gray in a Niflheim, connecting it to Asgard in week or two. And like bright colors, Gladsheim. The goddess Shar once beings would begin to fade also. At first maintained an abode here. they would feel the drain of emotions leaving only sadness, ennui, and The lowest level of Hades contains the defeatism. In a tenday or two they would base of , a direct conduit be trapped in Hades and their existence through the Astral Plane to the plane of would begin to fade until finally they Arborea. The gray motif continues became larvae. throughout this layer but most of the vegetation is black willow trees and dry, Hades is a unique plane, because it not dying poplars. only joins to adjacent, it also holds the foundation of Mount Olympus and the Daemons are the presumed rulers of roots of Yggdrasil the World Ash. These Hades, but are actually outnumbered by two planar artifacts connect Hades to the bird-like diakk and the greater Olympus, in the first layer of Arborea, powers had no trouble carving out and Ysgard respectively, allowing travel realms for themselves. Factions of between Hades, the Upper planes, and demodands carried on a low-level Alternate Prime Material Planes without insurgency, sniping at the daemons but going through the Astral Plane. generally avoiding large-scale conflict that might attract the attention of the 51 resident deities. Also known to inhabit topmost layer. Ascending the mountain all layers of Hades are achaierai, is analogous to travelling through nightmares, mephits and night hags. subsequently higher or 'deeper' layers to the top. Each of the different layers Souls that arrived in Hades became consists of various beautiful larvae—sickly, human-headed worm- mountainous environments becoming spirits—that are harvested by the night more breathtaking the higher the hags as a commodity for Lower Plane mountain is ascended. Celestia's first commerce. (bottommost) layer shares borders with the neighbouring planes of the Peaceable Kingdoms of Arcadia and the Twin 11b. Dimensions within the Lands of Paradises of Bytopia; travel is possible Logic between Celestia and these planes at Also known as the Realms of Reason, certain locations. and Domains of Thought. As the Faerie Realms are dominated by magic so too While Mount Celestia is home to all are the Realms of Reason ruled by manner of goodly and lawful beings science. These are dimensions of ideas, including solars, archons, dragons, information, insight, enlightenment and phoenix, asuras and hollyphants, as well discovery. as the souls of the good petitioners of the planes, its native inhabitants are the 7 Heavens varied race of archons. The archons and In Dungeons & Dragons, the fantasy all of Celestia are ruled over by the role-playing game, Mount Celestia or members of the Celestial Hebdomad; the more fully, the Seven Mounting Heavens ruling council of heaven. The Hebdomad of Celestia, or even the Seven Heavens deal with all matters relating to their is a lawful good-aligned plane of plane, including dealing with the archons existence. It is one of a number of below, the souls of petitioners, goodly alignment-based Outer Planes that form and lawful inhabitants of other planes part of the standard Dungeons & and the defense of the weak and good Dragons (D&D) cosmology. Celestia is and all of Celestia itself. The Hebdomad the ultimate in law and good. All aspects is ruled over by Zaphkiel from the of Celestia are beautiful and perfect; it is illuminated plane of Chronias, the only where the souls of many creatures of remaining member of the seven original lawful good alignment go to after death. martyrs whose souls created the It is home to numerous celestial Hebdomad eons ago. creatures including various types of archons, the petitioners of this plane. Celestia consists of seven layers: Lunia As an outer plane, Celestia is spatially The lowest and first layer of Celestia is infinite, further consisting of seven Lunia, also referred to as The Silver infinite layers (or sub-planes). The seven Heaven, due to its vast dark Silver Sea individual layers form a colossal of holy water and beautiful shining cities (perhaps infinite) mountain that rises of white stone. The Silver Sea itself is from an infinite sea of holy water on the pure freshwater, not salt, filled with bottommost layer, to the summit on the many aquatic life forms. Numerous 52 portals to other planes connect near to windows composed of huge gemstones. the shores, the masses of holy water Inside, seven great wyrms closely guard acting as an effective deterrent to evil the huge hoard of amassed treasure. outsiders. The sky above Lunia is perpetually dark, filled with beautiful Mercuria is the location of a number of constellations of silver stars bright godly realms, including the god Rao's enough to illuminate the base of the realm of Sweet Reason, Torm's realm of mountain. Innocence is the theme here. Trueheart, Surya and Mitra's realm of Goldfire, Vishnu's realm of The Divine Lunia is the location of a number of Lotus, and Amaterasu's realm of Radiant godly realms, including Tyr's secondary Light. realm of The Court, Brihaspati's realm of Nectar of Life, and the Shichifukujin's Mercuria is ruled over by the sword- realm of The Eight Happinesses. wielding Domiel from the Golden Spire Trishina can be found wandering on of Aurilon, a 120 metre golden tower in Lunia when not with her consort, Deep the midst of a valley fed by four rivers. Sashelas. Venya Lunia is ruled over by the archon Venya, the third layer, is also known as Barachiel, the patron of trumpet archons, The Pearly Heaven. This layer is whose Citadel of Stars sits on the shores somewhat colder than the previous two of the Silver Sea. Barachiel is charged and its slopes are often seen covered with defending Celestia from incursion, with a gentle layer of snow. Peaceful a task which, even on this lowest and brooks and carefully terraced fields are most accessible layer, he rarely has to common on Venya. act upon. The Green Hills, is located on Venya. It Mercuria is a place of safety for the many The second layer, called Mercuria is also that live here; their crops known as The Golden Heaven, so called always give plentiful harvests and there because a mysterious golden light are no large predators to speak of. It is permeates everything within it. Gentle also home to the deity Yondalla, hills and lush green valleys comprise this and other members of the halfling layer, dotted with small settlements of pantheon (Arvoreen and Cyrrollalee). archons and other good-aligned beings. Mercuria is known for its great tombs The Fields of Glory are the realm of and monuments to noble fighters and Heironeous, the deity of justice and paladins who now rest on this layer. valor. These warriors are honoured during an annual Day of Memory. Erathaol the Seer, an incredibly handsome archon with subtle masculine The palace of the good dragon deity features, governs Venya from his Bahamut moves about the first four underwater library-fortress of layers of Celestia. It is made entirely Xiranthador. Within its pearl-lined halls from Bahamut's enormous treasure are said to lie more tomes of knowledge hoard, with walls made of mithral and than can be read in a thousand lifetimes. 53

Solania properties, as well as many hospitals and Solania, the fourth layer, is also called expert healers. The Crystal Heaven. Many valleys comprise Solania, covered with Raziel, known to his peers as the Firestar luminescent fogs and strange scents. The for his judicious wrath, rules Mertion peaks are homes to numerous holy from Empyrea. As the patron of paladins shrines, including monasteries and and warriors, he holds no permanent magnificent cathedrals. Many of the fortress but can be found in any of the slopes are rich in precious ores and city's many hospitals and infirmaries, minerals and are mined by populations providing spiritual guidance and of dwarves that reside there. protection to the clerics and patients within. A vast dwarven mansion called Erackinor is located on the slopes of Jovar Solania, where the dwarven deity The sixth layer, Jovar, is The Glittering makes his domain, with his Heaven. Its hills are studded with wife Berronar Truesilver. Here exists the precious gemstones that glitter in the giant Soul Forges, that Moradin is said light. to use to temper the spirits of his people. Yetsirah, The Heavenly City is a huge Solania is the location of a number of seven-layered ziggurat, with a large other godly realms, including the couatl staircase on each face connecting the deity Jazirian's realm of Uroboros, the terraces of each layer. The stones that Gates of Wisdom, Paladine's realm of make up the city are made of precious The Dome of Creation, Chung Kuel's gemstones, similar to those seen around realm of The Ministry of Virtue, Kuan the surrounding hills. On the topmost Yin's realm of The Lotus Garden. terrace is the bridge of al-Sihal, formed of pure light. Here lies the portal to the Pistis Sophia, called the Ascetic due to topmost layer of Celestia, Chronias; the her monk like tendencies, holds no bridge of sheer blinding light known as abode but travels the misty hills of her the Bridge of al-Sihal is guarded by one layer, helping out all who greet her along of the mightiest of the solar named the way. Xerona who allows those who are righteous and good to pass. Mertion Mertion, The Platinum Heaven, is a Yetsirah and all of Jovar is ruled over by layer of gentle slopes and wide plains. Sealtiel the Defender. Sealtiel The many great citadels that dot the commands one of the most impressive layer are the mustering grounds for standing armies in the Heavens from his forces of paladins and celestial creatures. fortress of Pax Exaltea, and is charged with preventing impure beings from The City of Tempered Souls, Empyrea is reaching the uppermost layer of Celestia. located on the edge of a cold mountain lake. It is known to host many magical Chronias fountains with powerful healing Chronias is the topmost and final layer of Celestia, also called The Illuminated 54

Heaven. There is no real account or between huge armies, with no chance of description of Chronias, as no entity that victory or cease-fire. Each layer of the has entered has ever returned. plane consists of a huge number of iron cubes of varying size, from continent- It is thought to be the ultimate goal of sized to small islands; not all of these are the inhabitants of Celestia to ascend the actually cube-shaped, but they are layers one by one in order to reach generally called cubes nonetheless. The Chronias, where their souls will join cubes float in an air-filled, infinite space, with the essence of the plane itself. occasionally colliding with each other.

If anyone can be said to rule in Chronias, Every cube face is habitable, with that being would be Zaphkiel. Zaphkiel gravity always being directed towards is the mysterious ruler of the Hebdomad, the cube's center; furthermore, the cubes and is the only one who has held his are filled with caverns and tunnels. position since it was created; all other previous members having perished in The light on Acheron varies between combating fiends or gone on to join the that similar to bright moonlight to that of essence of their planes. Zaphkiel a dark and cloudy day. The sound of embodies the "perfect good", and only battle resonates around the plane and can the most righteous and exalted always be heard in the distance. individuals can stand in his presence without being consumed. Zaphkiel is the As with other outer planes, Acheron is patron of dead children and stillborn spatially infinite, consisting of four babies and watches over their spirits. infinite layers or sub-planes. Acheron's Beyond this Zaphkiel's motivations and first layer, Avalas, shares borders with plans are unknowable, though it is the neighbouring planes of the Nine known that he intends to make the Hells of Baator and the Clockwork planes as good as they can be, and only Nirvana of Mechanus; travel is possible he can promote an archon into the between Acheron and these planes at Hebdomad. certain locations.

Acheron Acheron has four known layers: In the Dungeons & Dragons fantasy Avalas role-playing game, Acheron (/ˈætʃərən/ The first layer of Acheron, Avalas, is ATCH-ər-ən), also known as The also called The Battlefield. It contains Infernal Battlefield of Acheron, is a the highest density of metal cubes and is lawful neutral/lawful evil-aligned plane thus host to the most fighting on the of existence. It is one of a number of plane. The cubes are dotted with alignment-based Outer Planes that form fortresses and covered with battlefields. part of the standard Dungeons & Collisions between the cubes causes Dragons (D&D) cosmology. them to break apart in to smaller cubes, Acheron is an eternal battlefield of hence the smallest cubes are the oldest endless conflict. It is a plane of law on the layer. where conformity takes precedence over any thoughts of good. Unending battles The realm of Nishrek, is located on take place across the entire plane Avalas. It is home to the orc deity 55

Gruumsh and the other deities of the orc The realm of Hammergrim, is located on pantheon including Bahgtru, Ilneval, and Thuldanin. It is the realm of the duergar Luthic. god, Laduguer.

Bralm's realm, the Hive Fortress, is in Tintibulus contains a large number of Avalas. four-sided, five-sided, eight-sided, and other solids in preference to the six-sided The citadel of Scourgehold is the realm cubes that predominate the other layers. of Hextor, the god of tyranny and half- A layer of thick dust coats the surface of brother of Heironeous. Here Hextor the solids here, which are made of a grey presides over his legions as they train in volcanic stone. Magicians' libraries are The Great Coliseum. scattered here, and is the best place in the Multiverse for magical research. Clangor, is located here. It is the realm of deities Maglubiyet, Ocanthus Khurgorbaeyag, and Nomog-Geaya. The fourth layer contains no regular Avalas also contains the realms of shapes, but many shard-like solids of Amatsu-Mikaboshi (The Brilliant Land) black ice with razor sharp edges. The and Lei Kung (Resounding Thunder). shards fly about in violent motion, referred to as a bladestorm. With the destruction of Iyachtu Xvim, Bane has returned to his Black Bastion, a At the extreme of Ocanthus lies the massive fortress-castle on the layer. Cabal Macabre, the realm of the goddess of death and magic, Wee Jas. Her Thuldanin domain takes the form of a huge and Compared to Avalas, Thuldanin has a intricately carved ice castle, that glows relatively small population. with a pale light. Wee Jas' powers quell Geographically it is very much like the the bladestorm within a half mile of her first, consisting of numerous huge cubes. location, allowing her to maintain her On this layer the cubes are scarred and realm. Cabal Macabre is located on a pitted by battle. Many pits lead down to huge, possibly infinite shard of black ice labyrinths containing the refuse of the which may be a barrier between endless battles of the plane. The remains Ocanthus and a deeper level of Acheron. of broken war machines and other devices line the interiors of the cubes, Arcadia even some finely crafted weapons can be In the Dungeons & Dragons fantasy found amongst the rubble. role-playing game, Arcadia (/ɑːrˈkeɪdiə/ ar-KAY-dee-ə) or more fully, the Thuldanin has a preservative quality that Peaceable Kingdoms of Arcadia, is a results in the petrification of objects and lawful neutral/lawful good-aligned plane creatures that spend too long on the of existence. It is one of a number of layer; savvy visitors spend no longer alignment-based Outer Planes that form than 29 days here. part of the standard Dungeons & Dragons (D&D) cosmology. Arcadia is a peaceful harmony between law and good and is noted for its tranquility and strict 56 discipline. Everything on Arcadia has its boxed set, Planes of Law, it also merged specified place and everything functions with Mechanus due to the Harmonium's as intended. Trees naturally form tight attempts to forcefully convert other rows in orchards and streams snake beings into being lawful good. This act across the perfectly flat plains in placed more emphasis on law rather than complex mathematical routes. Large good, causing the whole layer to fall into geometric cities are perfectly laid out Mechanus. with efficient roads and beautiful architecture. Abellio Abellio is a mostly flat layer, but does The Orb of Day and Night is a huge contain mountains and hills at various sphere that sits atop the tallest mountain points. There are numerous large forests, in Arcadia, one side is illuminated and lakes, streams and fields. the other dark. The orb rotates at a constant speed so that exactly half of the Mount Clangeddin, the realm of dwarf plane is in darkness while the other half deity Clangeddin Silverbeard is located is illuminated. There is no dawn or dusk on Abellio. It is a perfectly shaped on Arcadia, but a sudden sharp change. conical mountain rising over 30,000 ft. The weather on Arcadia is always above the surrounding lands. The pleasant and seasons are of exactly equal mountain itself is full of expertly length, which like the days, change constructed dwarven halls and galleries. abruptly when it is time. Huge forges are used in the construction of dwarven weapons here. As with other outer planes, Arcadia is spatially infinite, consisting of two The Formian hive-city of Mandible is infinite layers or sub-planes. It has also located here. normal gravity and normal time. Arcadia's first layer, Abellio, shares A number of godly realms exist on borders with the neighbouring planes of Abellio, including The Bastion of Law, the Seven Mounting Heavens of Celestia realm of Saint Cuthbert; the Anvil of and the Clockwork Nirvana of Creation, realm of Reorx; Cherry Mechanus; travel is possible between Blossom, the realm of Izanagi and Arcadia and these planes at certain Izanami; Marduk, the realm of Marduk; locations. Travel between Arcadia's two and The Ministry of Rewards, realm of layers is possible via numerous portals Lu Hsing.[citation needed] present on both layers, as well other magical means such as spells. Buxenus In appearance there are very few A third layer, called Menausus was once differences between Buxenus and the part of Arcadia, but has since merged first layer Abellio; similar pristine with Mechanus when populations of landscapes stretching on endlessly. This lawful-aligned Formians increased in layer hosts a more militaristic feel, with numbers there, shifting its alignment large numbers of Arcadian forces away from good and toward law. This congregating in anticipation for future third layer was known as Nemausus in battles with the neighbouring plane of the Planescape setting. According to the Mechanus. 57

The Harmonium, a particularly militant Here colours become more vibrant, with sect have their headquarters in the city of the land itself working to remain as Melodia on Buxenus. The Harmonium peaceful and alive as possible. Extended run training camps to indoctrinate visits to Elysium causes one to lose 'borrowed' chaotic mortals in the ways of interest in leaving, eventually becoming law and order. petitioners to the plane (similar to the effect that its evil counterpart, the Gray Heliopolis, occupies a part of Buxenus. Waste, has on visitors). Other hazards Here it is hot and covered with sand- include angering the plane's natives, who filled deserts dotted with vast pyramids are surprisingly formidable. and obelisks. A single life-giving river flows through its centre and it is home to The appearance and conditions of the gods of the Mulhorandi Pantheon. Elysium differ between each layer of the This realm is occupied by Ra, Isis, plane between beautiful forests and lakes Osiris, and Horus. to rugged mountains and watery swamps. The River Oceanus, its side Azuth, a realm of magic and wizards is channels and contributories dominate hidden on Buxenus. Only wizards can many areas of the plane with its see through the illusions that protect its headwaters located in the fourth layer of cave-entrance. Once inside, a great the plane. The river itself continually staircase suspended in space leads down splits and recombines at many points to the city of Mage's Rest at the bottom. throughout its course across Elysium. Naturally, the god Azuth lives here. One of the Planescape factions, The The reclusive goblinoid deity of the Transcendent Order, also maintains a mongrelfolk, Meriadar makes his realm, large presence here. Although they don't The Hand of Peace, on Buxenus. keep an official headquarters, they can be found throughout the plane, following Elysium their hearts and generally striving for In the Dungeons & Dragons fantasy greater harmony with their surroundings. role-playing game, Elysium, or more fully, the Blessed Fields of Elysium, is a As an outer plane, Elysium is spatially strongly good-aligned plane of infinite, further consisting of four existence. It is one of a number of infinite layers (or sub-planes). Elysium's alignment-based Outer Planes that form first layer shares borders with the part of the standard Dungeons & neighbouring planes of the Wilderness Dragons (D&D) cosmology. Elysium is of the Beastlands and the Twin Paradises a plane of idyllic good and the of Bytopia; travel is possible between destination of the souls who sought Elysium and these planes at certain always to further the cause of good locations. without regard to law or chaos. Elysium is home to many celestial creatures, Elysium consists of the following layers: predominantly the guardinals, a race of Amoria celestials native to the plane. Amoria is the topmost layer of Elysium and is supposedly one of the most hospitable places in all of the Outer 58

Planes. It closely resembles the Material Homes of several Forgotten Realms Plane with many town settlements along deities exist on Eronia in previous the banks of the River Oceanus. Amoria editions of Dungeons & Dragons, is the most populated layer of Elysium, including Mystra's realm of with many residents utilising boats to Dweomerheart, Chauntea's realm of The travel around the layer. It has very mild Great Mother's Garden, which she shares seasons, with gentle winters and with Liu and Lathander's realm of comfortable summers. Morninglory, which he shares with Ushas. The rulers of the guardinals reside on this layer, their first is Prince Talisid, the Belierin most powerful leonal. He has command Belierin is a layer composed mostly of over the Five Champions, Duke Lucan, bogs and marshes, with tangles of Duchess Callisto, Duke Windheir, Lord mangroves in many places. Only a few Hwyn, and Lord Rhanok. They have settlements exist here on rocky spurs power comparable to the archdukes of above the level of the swamps, many Baator or the demon princes of the with a cathedral-like lighthouse, which Abyss. directs travelers through the mists to safety. Amoria is the location of a number of godly realms, including, Pelor's realm of This layer is supposedly the prison of Light's Blessing, Majere's realm of some unknown dangerous entity, Contemplation, Savitri's realm of possibly a large creature, or denizen, of Domain of the Day-Long Sun, the lower planes. What is known is that Mishakal's realm of Healer's Home, Isis' it is not uncommon for evil creatures to realm of Quietude, Kuan-ti's realm of be sighted here and the guardinals are Valorhome, Ishtar's realm of City of the constantly fighting back attacks by evil Star. forces here.

Eronia The goddess Nut lives on Belierin in her Eronia is a rugged mountainous layer of realm of The Refuge of Night. hills and jagged peaks. On this layer, the weather is much more severe with Thalasia violent windstorms and lightning being Thalasia is the origin layer of the River common. The seasons are more extreme Oceanus that flows through the other with bitter winters and hot summers. layers. The layer is dotted with islands, known collectively as the Isles of the The godly realms located on Eronia Holy Dead, the Isles of the Blessed, the include, Enlil's realm of Great Mountain Hills of Avalon, the Islands beyond the of the East, Bragi's realm of HarpHearth, World, and the Heroic Isles. Tsukuyomi's realm of Mirror of the Moon, halfling deity Urogalan's realm of Godly realms on this layer include, O- Soulearth, and giant goddess Hiatea's Wata-Tsu-Mi's realm of Citadel of the realm of Woodhaven. Sea, Belenus and Brigantia's shared realm of Isles of the Blessed, selkie deity Surminare's realm of Selkies' Grotto. 59

Trishina can be found wandering on varied. Weather was regionally Thalasia when not with her consort, distributed and provided all manner of Deep Sashelas. conditions for the habitats of all creatures. Weather in one region did not Happy Hunting Grounds affect adjacent regions, so an arid desert The Beastlands (more properly, the could exist next to a snowy winter Wilderness of the Beastlands, formerly region for example. Any attempt to the Happy Hunting Grounds in early control the winds, weather, or versions of the game) is a neutral atmosphere was countered by those (chaotic) good-aligned plane of airborne creatures who lived in the existence. It is one of a number of region. alignment-based Outer Planes that form part of the standard Dungeons & Krigala is the upper layer, connected to Dragons (D&D) cosmology. The the Astral Plane by color pools and to Beastlands is a plane of nature and Elysium, Arborea, and the Outlands by animals. Peaceful alpine forests and portals disguised as large holes in hollow groves of giant mushrooms can be found trees. The river Oceanus flows in a here. A varied climate exists across the relatively straight course from Amoria in plane, providing a suitable environment Elysium through Krigala on its way to for many species of animals and plants. Arborea. The sky is perpetually lit by a The number of traditional settlements is noonday sun directly overhead very small, with most inhabitants living regardless of distance traveled. beneath the trees out in the wilderness. The second layer of the Beastlands is The mortal souls that come to this plane constantly in dusk or dawn due to two after death take on animal traits soon suns on opposite ends of the horizon, after they arrive, developing pelts of fur hovering there and turning the sky a and growing horns or pointed ears or reddish hue. The landscape of Brux is other such features. Over the course of similar to that found in Krigala. Brux is centuries they continue to slowly the location of the Library of All change, becoming celestial beasts. Knowledge.

As an Outer Plane, the Beastlands are The bottommost layer is the land of spatially infinite, further consisting of starlight. Above any clouds or fog that three infinite layers (or sub-planes). The might exist in a region is a clear night Beastlands first layer shares borders with sky full of wandering stars. The stars the neighbouring planes of the Olympian move randomly such that all attempts to Glades of Arborea and the Blessed map them into constellations are Fields of Elysium; travel is possible unsuccessful. between the Beastlands and these planes at certain locations. In addition to the myriad species from the animal kingdom are the usual Upper The Beastlands had three layers, all plane sentient creatures, such as heavily forested with normal and giant hollyphants, planetars, solars, devas, foo trees, plants, moss, and fungi. Each layer creatures, agathia, and baku. had its own time of day which never 60

Another form of life unique to the many miles across and turn so slowly Beastlands were the mortai, also known that the rotation is undetectable. Smaller as the "faces in the clouds". They appear cogs can move at much higher speeds, as cumulus clouds with large but no acceleration is experienced, faces and can communicate with anyone except at the very edges. Usually smaller if they so wish. The mortai are cogs bunch up with larger ones; these considered very wise and can converse are called knots. The gears are fiercely on most any subject. They also have guarded by gear spirits that reside within complete control over the air and them. The gravitational force is oriented weather. Their origin is unknown but it towards the face of each individual cog, is thought they might be collections of making intercog travel a disconcerting good and somewhat chaotic spirits. experience for the uninitiated.

Mechanus Regulus is the home of the construct-like In the Dungeons & Dragons fantasy Modrons. Their strict hierarchy roleplaying game, Mechanus, also originates from Primus, a greater deity, known as The Clockwork Nirvana of which resides here. Regulus consists of a Mechanus (or simply) is a purely lawful total of sixty-four cogs, a number that aligned plane of existence. never varies. It is divided into four quarters of sixteen cogs, each ruled by a It is the plane of ultimate law and order Secundus. Each quarter is in turn split (neutral or chaotic creatures take −2 into four regions, of four cogs, each penalty on Charisma, Intelligence and ruled by a Quarton. Finally, the regions Wisdom-based checks), where the souls are further subdivided into four sectors, of people of lawful neutral alignment go of a single cog each, ruled by an Octon. after death. Mechanus operates on a strict schedule where every action is At the center of the Formian realm lies a planned, measured and controlled central cog more than three-thousand perfectly. It is home to the construct-like miles across, where the Scion Queen geometric modrons, the law-enforcing Mother, leader of the Formians resides. inevitables and the regimented giant ants The central cog supposedly imparts the called formians. movement to all other cogs in Mechanus. Mechanus consists of a single infinite plane; there are no constituent layers. Anu is ruled by Anu. Here exists a single Mechanus shares its borders with the huge disc, upon which his palace rests. neighbouring planes of the Peaceable Kingdoms of Arcadia and the Infernal The Jade Palace is home to Shang-ti, the Battlefield of Acheron; travel is possible Celestial Emperor. His palace is the between Mechanus and these planes at focal point of the Celestial Bureaucracy, certain locations. which also supervises the Chinese pantheon. The Great Library can be Throughout Mechanus exists a series of found here. interlocking cogs that float in space, intersecting at all angles and directions. Possibly named after John von Many of the cogs are gigantic, stretching Neumann, it is a series of mysterious 61 self-sustaining factories that produce Dothion is a serene pastoral layer of Inevitables. It is managed and presided meadows and wild-flowers; it is home to by the Hub of Elders, who seeks out any the souls of farmers, craftsmen, honest non-lawful activity (broken contracts, merchants, and gnomish commoners. etc.) that needs to be corrected. The Golden Hills, is located here, and is home to the gnome deity Garl The plane of Mechanus is the location of Glittergold, as well as Baervan a number of godly realms, including the Wildwanderer, Baravar Cloakshadow, god Pholtus' realm of The Path of Law, Flandal Steelskin, Gaerdal Ironhand, Helm's realm of Everwatch, the myconid Nebelun the Meddler, and Segojan deity Psilofyr's realm of Mycelia, Nai Earthcaller. Flandal shares his Mithral No Kami's realm of The Shaking Land, Forge with Ama-Tsu-Mara. The godly Yama's realm of Yamasadena, Rudra's realms of Deephome, home of realm of Focus of Energy, and Varuna's Callarduran Smoothhands, god of the realm of The Vigilant Eye. svirfneblin, and Prosperity, realm of Inari, are also located on Dothion. Twin Paradises Bytopia, also known as the Twin Shurrock is the mountainous untamed Paradises, (bi- + utopia) or, more fully, twin, home of hidden beasts and the Twin Paradises of Bytopia, is a monsters. The gnomish underground lawful good/neutral good aligned plane mining city of Quarry that specialises in of existence. Bytopia is a virtuous plane gemcutting is located here. Rangers of cultivated beauty, and is home to often foray into this wilderness to slay many of the deities of the gnomish creatures that have threatened the folk of pantheon. Dothion.

Bytopia is a spatially infinite plane, A number of godly realms exist on this consisting of two layers or sub-planes. It layer, including Heart of Justice, realm is unique in the sense that the two layers of Kiri-Jolith, and Windwrath, realm of are laid facing one another, each looking Tefnut. Martyrdomain was the realm of down (or up; the terms are relative here) Ilmater in previous editions of Dungeons at the other. A traveller can look up from & Dragons. one layer and see the other above him looking back down (or, from the other side's perspective, up), provided that the 11c. Dimensions within the sky is clear. To get from one layer to the Afterworlds other, travellers must either climb tall Also known as the Realms of the Just mountains, or fly. Gravity reverses when Dead, and Domains of the Gods. someone reaches the middle point between the two layers. Bytopia shares Arborea its borders with the neighbouring planes Arborea or more fully, the Olympian of the Seven Mounting Heavens of Glades of Arborea, is a chaotic good- Celestia and the Blessed Fields of aligned plane of existence. Arborea is Elysium; travel is possible between also referred to as "Olympus" or Bytopia and these planes at certain "Arvandor", though technically those locations. names describe separate realms within 62 the plane. Arborea is stylised as a The wandering realm of the Seelie Court peaceful plane of natural beauty with a often appears on the plane of Arborea, multitude of thriving environments. always in a different location. Much of the plane is dominated by vast tall forests, but also includes glades of Arborea has three layers: wildflowers and fields of grain. As a Arvandor/Olympus plane that also embodies chaos, it has a Principally, it is the home plane of the wild and often sudden nature. The Seldarine, the good Elven deities, weather can change drastically at short headed by . This layer notice, changing from warm sunshine to is mostly endless canopies of forest with raging winds and back again in just a huge clearings containing many few minutes. idealized elven settlements. Arvandor has a day and night cycle matching that The eladrin, powerful elf-like celestial of the material plane. The goddess creatures are the protectors of Arborea, also resides in the forests of the most common of which is the Arvandor, despite her banishment. Ghaele. Lillends are also common on the plane. Many types of celestial and The realm of Brightwater is located on anarchic version of common animals, Arvandor. Four goddesses have domains natural creatures suffused with here, including Lliira, Sharess, Sune, and tendencies of good or chaos, are found in Tymora. Arborea. Also, primitive Orc-Baboon hybrids known as Losels dwell in its The actual realm of Olympus is found wilderness, occasionally migrating here, and is home to many deities of the between it and the Beastlands. Greek pantheon, including , , , , , Arborea has two main types of , , , , petitioner, the first of which are the , , and the titan . spirits of the elven dead. Some take the form of celestial creatures or others There are several other realms located on simply merge with the plane itself, as a this layer, including: final reward after death. The second The aarakocra goddess Syranita's realm main type are the bacchae, drunken of Whistledge; revellers who perpetually indulge in wild The giant goddess Iallanis's realm of celebrations, enticing visitors to join Florallium; with them. Trithereon's realm of The Forking Road; Chih-Nii's realm of Loom of the As an outer plane, Arborea is spatially Celestial River. infinite, further consisting of three Aquallor/Ossa infinite layers (or sub-planes). Arborea's When not with the Seldarine, Deep first layer shares borders with the Sashelas also has his own realm of neighbouring planes of the Heroic Elavandor on Ossa. Domains of Ysgard and the Wilderness of the Beastlands; travel is possible Aquallor/Ossa between Arborea and these planes at Ossa to the Greeks and Aquallor to the certain locations. elves, this layer is mostly filled with 63 shallow seas no more than three feet and pegasi all made nests or lairs in the (one meter) deep, with no islands or mountainous terrain or live and lurk in shores. The River Oceanus has its outlet the wilderness of the first layer. here, delivering travelers from Elysium or the Happy Hunting Grounds/ Pandemonium Beastlands safely in the middle of Pandemonium) is the Outer plane where nowhere. The mighty sea is wracked Chaotic Evil and Chaotic Neutral with powerful storms. The shallow petitioners are sent after death. seabed is occasionally broken by Pandemonium is a large, complex cavern cavernous trenches leading to undersea that never ends. Compounding this domains of various sea gods or by huge problem, howling winds drive most of maelstroms that funnel water back to its residents mad. There are few Thalasia in Elysium, thus completing the creatures that are native to this plane; cycle. The barriers between layers of this those individuals who do live there plane are somewhat rare compared to usually have no choice in the matter. other Outer planes. Being the middle layer, Aquallor has barriers that lead to Gravity in Pandemonium always pulls the watery realms of and Deep away from the center of any cavern so a Sashelas in Arvandor, as well as a few traveler can walk on the floor, walls, or that lead to the third layer, Mithardir. ceiling. Streams and rivers flow along Aquallor is also home to many sea elves one surface of a cave, or inexplicably and other aquatic creatures. down the middle through the air. The larger caverns are hundreds to thousands Mithardir of kilometers deep, wide, and tall, and Also known as Pelion; Mithardir means the winds there could lift up small white dust in the Elven language, and the and carry them far away mysterious third layer is a land of before a dangerous landing. blowing white sand, with snow in the colder regions. Both the Greeks and the Pandemonium had four known layers, elves have stories and legends about each with slightly different conditions: powerful beings who once lived here, Pandesmos creating artifacts and architecture that The topmost layer with portals to Limbo, became all but buried in the dust after the Abyss, and Concordant Opposition is they presumably died or departed. Their called Pandesmos and is the most fate, and that of any creatures left habitable layer of the four. This layer has behind, remains unknown. the largest caverns and the river Styx flows through the rocky wastes. Nearly Devas, hollyphants, planetars, solars, foo all great cities and citadels in creatures, and agathia form the usual Pandemonium are found here. cohort of creatures ubiquitous to the Upper planes. But Arvandor is also the Cocytus home of giant beasts and legendary The second layer is called the layer of monsters, such as giant bears, eagles, lamentation because the wind whistling wolves, serpents, boars, lions, and wild through the tunnels carried the cries of cattle. Gorgons, cyclopes, giants, anguish and the sounds of sorrow. The medusae, chimerae, harpies, sphinxes, passages on this level are narrower 64 making the noise shrill enough to drive just a pale reflection of the spirit world's insane anyone with unprotected hearing. vibrancy. It is a dimension of ultimates. Unlike the natural looking tunnels and The spirit world is a transitive plane. It is caves of Pandesmos, the passages of both coexistent and coterminous to the Cocytus were carved by beings unknown material plane, matching its terrain. A to even the gods. valley on the spirit world corresponds to a valley on the material plane, and where Phlegethon there is a waterfall in one, there is a The third layer is the layer of dark and waterfall in the other. In the case of the damp. The walls are matte black and spirit world, however, the waterfall is absorb all light with no reflection—all higher, its water more pure, and its light sources can only illuminate half as sound more pleasing than that of its far as normal. Many rivers and streams equivalent on the material plane. The cut through the black rock and the spirit world's waterfall would likely be constant dripping of eons built up the home of a water elemental that stalactites, stalagmites, and other cave serves as the spirit of the waterfall. formations. Living creatures and their structures do not necessarily have direct analogs, but Agathion may. Agathion (a-GAY-thee-on) is the deepest known layer of Pandemonium Traits and is made of solid rock with no tunnels Normal Gravity and only giant spherical bubbles of air or vacuum. Those bubbles with a barrier to In the spirit world, creatures do not age, Phlegethon are filled with huge hunger, or thirst. Days and nights pass windstorms capable of flinging even within the spirit world as they do on the large humanoids around. Pockets material plane. However, the nights are without a connection to the next level ebony black and set with brilliant stars, are often the final resting places of while great clouds arching across a sky things that should not be awakened. of purest blue dominate the days.

Pandemonium has no known indigenous It has finite size unless the Material life forms but many inhabitants that are Plane has the infinite size trait, in which either immigrants, visitors, exiles, case the spirit world does too. marooned, or prisoners. Quasits and shadow demons are plentiful, as well as Changing things in the spirit world does many low- to mid-level demons and the not directly affect the material plane, and occasional demon lord-in-exile. changes on the material plane aren't necessarily reflected in the spirit world The Spirit Realm right away. The spirit world is a realm brought into sharp focus. Colors are brighter, sounds However, particular locations within the more distinct, and every sense is more plane may have those traits. A smith's keenly aware its surroundings. Some of forge on the Material Plane, for example its denizens say that the material plane is may have an equivalent in the spirit world with the fire-dominant trait. 65

Specific locations may have other other Spirit World creatures find natural alignments; the spirit world equivalent portals between the planes. of a haunted graveyard might be mildly evil-aligned, for example. Settled areas of the Material Plane are particularly dangerous in the Spirit All divine spells are extended and World, because these places are where empowered on the Spirit World. Arcane the spirits of ancestors dwell. These magic, which comes from knowledge as spirits are extremely protective of their opposed to proper veneration, is descendants; an assassin who pops into unaffected. the Spirit World to infiltrate a local duke's reception hall will be confronted The Spirit World is coexistent with the by one or more ghosts of the duke's Material Plane, and movement on one is predecessors. This is one reason that equal to movement on the other. A rulers live in the same palace for traveler who enters the Spirit World, generations: They enjoy the protection walks three miles north, and then returns of their ancestors. to the Material Plane is three miles north of the walk's starting point. Ysgard Ysgard is the Outer Plane of Chaotic The Plane of Shadow does not connect Neutral / Chaotic Good alignment. It is to the Spirit World, so spells that use the also called Asgard, Gladsheim or The Plane of Shadow do not function in the Heroic Domains. Spirit World. The theme of Ysgard is the glory of The Spirit World leads to other planes, heroic, individual struggle. According to in particular the homes of whatever great , the twilight of the gods will begin powers oversee the operation of the on this plane. Ysgard is also a plane of known universe. A traveler through the inspiration and creativity. The Infinite Spirit World finds portals to the great Staircase has its beginning here, and true palaces of these deities, as well as poetry is said to be found in giants' wells unique heavens and hells. A traveler and the mead of the gods. The World seeking the Duke of Storms, for Tree, Yggdrasil, has the most example, would find a portal to his connections on this plane. palace occupying the same general location as storm-wracked peaks on the Ysgard is a place of raw elements, where Material Plane. rivers of earth, ice, and fire crash together in the howling sky; a place The Spirit World is home to a variety of where waves crash in wild oceans. It's creatures, including fey, elementals, the homeland of the heroic bariaurs, the undead, outsiders, and dragons. Those giants and their gods, and the mystical with access to the plane shift spell visit fensir. the Material Plane under their own power, and spellcasters use summoning The goat or sheep-bodied, centauroid spells to bring other Spirit World bariaurs roam Ysgard's layers and creatures to the Material Plane. Still adjacent planes freely, battling giants and embracing their liberty and love of 66 life. The lillends are serpentine celestials The first layer of Ysgard, also known as whose duty it is to guard the Gates of the Ysgard or Gladsheim, takes the form of Moon and the Infinite Staircase that rivers of earth (or "earthbergs") extends from it. The squirrel-like, stretching across the sky. On the larger chattering ratatosks scamper up and earthbergs are oceans and continents. down the World Ash Yggdrasil. The underside of the earthbergs burns with fire and molten rock. Fearsome giants dwell in Ysgard, mighty enough to challenge the gods The layer of Ysgard is the location of a themselves. Their lesser cousins, the number of godly realms, including fensir, are a wise but ravenous race Olidammara's realm of Winesong, Frey's found on the first layer of the plane. realm of Alfheim, Selûne and Soma's shared realm of Gates of the Moon, Surtr Servants of the gods include angels, and Thrym's realm of Jotunheim, Bast's einheriar, and valkyries. realm of Merratet, Anhur's realm of Netaph, Branchala's realm of Soul of As an outer plane, Ysgard is spatially Music, realm of the Vanir (Frey, Freya, infinite, further consisting of three Noatun, and Ullr) Vanaheim, Hachiman infinite layers (or sub-planes). Ysgard's and O-Kuni-Nushi's realm of Kenyama, first layer shares borders with the and Shou Hsing's realm the Orchard of neighboring planes of Arborea, Limbo, Immortality. and the Outlands; travel is possible between Ysgard and these planes at The realm of Asgard on the first layer of certain locations. Portals in Ysgard are Ysgard is the home of the Norse gods wells in the earth. They are often Odin, Frigga, Frey, Freya, Idun, and marked, but tend to be unreliable. secondary realms of Loki and Tyr.

Ysgard is well known for its heavy Muspelheim, the second layer of Ysgard, connections to the plane-spanning tree is similar to the first layer of that plane Yggdrasil, the World Ash. Yggdrasil in that it is made up of shifting rivers of touches the Beastlands, Niflheim, the earth that form vast arches through the three layers of Ysgard, Limbo, and sky. Unlike the first layer (Ysgard), the Elysium, as well as many other earth here is covered in lava and flames locations. Its roots can be found drinking as hot as the Elemental Plane of Fire. from the Well of Urd in the Realm of the and from the Well of Mimir, and Surtr, god of fire giants, dwells on this one emerges near the gate-town of layer; within it is a portal to the Glorium. It also joins various half- Elemental Plane of Water known as the worlds that touch nowhere else in the Silver Eye. The Mystaran Immortal multiverse. High in the branches roosts Rathanos has a realm here as well. There the eagle Egder, and at its Niflheim root is a fortress built by celestials called the squirms the dragon Nidhogg and her Tower of War Triumphant; it guards a brood of linnorms. The World Ash also portal to the Abyss known as the Gaping hosts a major sentient race, the ratatosks. Maw. Somewhere on the layer there is said to be a portal to the Paraelemental Plane of Ice. 67

Nidavellir is the third layer of Ysgard, a Dream World would exist even if there subterranean realm of caves and were no dreamers, though. underground passages. The terrain on The many dreamscapes created by this chaotic plane shifts unpredictably, dreamers last but a short time, and they so caverns and byways may open and rarely impinge on each other close. accidentally. However, there are those who knowingly walk between A realm of magic-savvy dwarves, also dreamscapes, doing as they will. called Nidavellir, is located on this layer Sometimes such lucid dreamers pierce of the plane; the dwarven god Muamman the very heart of the Dream World, Duathal lives there when he's not where average dreams dare not roam wandering, and the dwarven goddess Sharindlar has a ring of standing stones Within most dreamscapes, the strength nearby. It's rumored that the Norse god of gravity is the same as on the Material Hoder dwells here as well. The city of Plane, but each dreamscape can pull in a Ashbringer, also known as the Great different direction. The subjective Bellows and the Chorus of Ringing gravity of most dreamscapes appears to Anvils, is located in the dwarven realm conform to normal gravity, but other of Nidavellir. Svartalfheim is a realm of dreamscapes may have wildly different chaotic neutral dark elves; the goddess gravity traits. Visitors who master the Eilistraee dwells there. These dark elves skill of Lucid Dreaming can choose how are foes of the Ysgardian dwarves. the gravity of a particular dreamscape affects them. Brassberg, the realm of the draconic god Aasterinian, is found here as well. For every 10 minutes in Dream, only 1 minute passes on the Material Plane. But The Realm of Dreams the nature of the plane makes time spent The Plane of Dreams, usually simply on the plane less real. No matter what called the Dream World, is where visitors experience, only memories dreams cavort, heedless of the waking remain when they leave the Dream world. Dreams once dreamt fade into World. Spells cannot truly be cast or obscurity, but their echoes resonate learned, nor items won or lost, nor forever throughout the Dream World. experience points earned when Carcasses of particularly vile dreams, dreaming. charged with dark emotion, sometimes rampage from dreamscape to The Dream World is infinite, though dreamscape, giving rise to terrible individual dreamscapes are finite. Even a nightmares. single dreamscape can seem quite large, however, depending on the nature of the Into the Plane of Dreams come individual dream. dreamers, whether they will it or not, every time they fall asleep. Their minds Dreamscapes are born from wild dream- take flight to the Plane of Dreams. The stuff the moment a dreamer's mind edges of Dream expand and contract plunges into the Dream World. Left with temporary dreamscapes as dreamers alone on the Dream World, wild dream- on every plane sleep and wake. The stuff is as ephemeral as thought. But 68 once a dreamscape solidifies, it has the All manner of creatures are found in alterable morphic trait similar to the Dream, ranging from small animals to Material Plane. Visitors skilled in Lucid abominable nightmares. Dreamers run Dreaming may be able to morph a the gamut as well, though dreamscapes dreamscape more to their own liking. of similar creatures are generally No Elemental or Energy Traits. clustered together like archipelagos in a Mildly Neutral-Aligned. sea of wild dream-stuff.

Spells can be cast normally, but travelers Your dreams can indeed hurt you. Of who leave the Dream World discover course, most mortals live out their lives that any spells they used on the plane without coming to any harm in the great weren't really cast (they still have them untamed wildness of the Dream World, as prepared spells or available spell but some are not so lucky. When an slots). Similarly, any spells still in effect average dreamer enters the Dream when a traveler leaves the Dream World World, she retains all her abilities and are gone as if they were never cast. even gains dream-stuff equivalents of carried or worn items. Likewise, her hit The Plane of Dreams is coterminous to points, ability scores, and all other the Material plane and all other planes values are exactly as they were before sentient beings reside (including the Far she fell asleep. For example, if she is a Realm). The easiest method of reaching 5th-level wizard with a wand of the Dream World is through the Portal of lightning, she can use both her spells and Sleep, which living creatures the her wand in the Dream World. When she multiverse over access without wakes up, she'll find that she neither cast conscious thought while they slumber. any prepared spells nor expended When sleep claims a living mind, the charges from her wand. consciousness of the sleeper comes to the Plane of Dreams, and the dreamer If a dreamer or dreamwalker dies in a enters into his or her own dreamscape. dreamscape, she wakes immediately The body remains on the Material Plane, with a hammering heart but is otherwise but the mind wanders as a discrete entity unharmed. A dreamer or dreamwalker within a dreamscape. When the sleeper pulled slain in the Dreamheart also dies wakes, the mind returns to the body, and on the Material Plane. Worse, their the dreamscape usually fades into spirits are snared forever at the heart of undifferentiated dream-stuff. Sometimes the Dream World, so Raise Dead and dreamscapes linger and pass into the Resurrection spells don't work. Dreamheart, taking on a more permanent reality. Dreamscapes Many dreamscapes are small-no more Dreamwalkers (frequent visitors to the than two or three rooms in a drab Plane of Dream) can enter the Dream building, a small clearing in a World through the Portal of Sleep like stormwracked forest, or a mist-shrouded any dreamer, or they can pass bodily into rural crossroads. Other dreamscapes dreams by finding rare physical portals extend for miles and contain all manner into the Dream World or casting the of oddities, architecture, and inhabitants. Dream Travel spell. 69

However, all dreamscapes share one electricity, or flood can take the life of a feature: the dreamer. dreamwalker at any moment. Likewise, a dream-born creature can swoop out of The dreamer's unconscious mind forms the chaos and eat an inexperienced the dreamscape, which the dreamer then traveler. When death comes in the moves through, usually unconscious of Dreamheart, it affects the physical body the fact that he is dreaming at all. The as well. dreamer alters large or small aspects of his personal dreamscape, though he Unless sheltered by a solid dreamscape, never does so consciously unless trained exposure to the tempest deals 25 points in Lucid Dreaming. Dreamscapes of damage each round: 5 points each of usually burst when the dreamer awakens, sonic, electricity, cold, fire, and acid although occasionally dreamscapes damage. Like any storm, the tempest of linger or survive permanently under the Dreamheart has an eye. If there is unusual circumstances or magic. any mind, deity, or purpose in the Plane In extremely rare cases, a dreamscape of Dreams, it can be found in the Eye of ruptures, sending its pieces and visitors the Dreamheart Tempest. But each into other dreamscapes or onto the character who visits it comes away with Material Plane. Objects from ruptured a completely different understanding of dreamscapes usually last 1d% hours on what lives in the eye—some meet the Material Plane, but 1% of them deities, others find long-dead loved ones, achieve permanent reality. and others achieve unparalleled personal power or insight. No one account can The Dreamheart accurately encompass the Dreamheart, The dreamscapes, in all their infinite much as no dreamer can completely numbers, are only the edge of the Dream understand all dreams. World. They border the Dreamheart, a realm where dreamers can die. The Dreamheart is a roiling boil of dream- born landscapes that melt, burn, grow, and dissolve without any rhyme or reason. Balls of fire, pockets of air, chunks of earth, and waves of water battle against each other. Amid the chaos, half-melted dreamscapes drift— lakes, buildings, streets, strange creatures, and small islands. Some provide shelter against the tempest, but others are open to its deadly effects.

These are dreamscapes that have been pulled into the Dreamheart, usually after their dreamers have awakened. Waking up in the Dreamheart is more difficult, requiring a Wisdom. In the Dreamheart, a random flare of fire, 70 71 72

4. The Shattered Realms Star System 73

Planet AU Moons Size Description from (kms) Sun Abeir-Toril 1.3 1 7964 The world of the Forgotten Realms, Savage Coast, Jakandor, Underdark, , Kara Tur, Faerun, and Maztica settings. Abysmal 9.5 75 24,390 The giant world of , Dragonfist and Pelinare settings. Aebrynis 5.2 1 6371 The world of the Birthright, and settings. Asteroid Belt 19.1 500 Varies A dangerous belt of over 500 asteroids of various sizes. Athas .72 2 7926 The world of the Dark Sun setting. Cthon 19.2 0 6383 An ice world where all life exists in subterranean dungeons and cities. Dis 9.8 50 20,400 A giant world of the Ravenloft setting. Eberron .89 1 3390 The world of the Eberron and a magical Boot Hill settings. Firefall .38 0 2585 A hell planet full of fiery vegetation and elementals. Gamma 7 2 6388 The world of the Gamma World setting. Krule .57 0 3232 A sphere of water the size of a world, held together by magic. Krynn 2 3 7960 The world of the Dragonlance and Greyhawk settings. Mystara 1.5 2 6370 The world of the Mystara, Al Qadim, Hollow World and Mahasarpa settings. Oerth 1 3 6481 The oldest world in the Realms, combining a mixed society of magic and high technology. Sun 0 0 698,419 An O class blue sun composed of mana instead of the normal star material.

Earth 1 1 6371 Earth is not a part of this dimension but has been included here for comparison.

Each of these worlds will be explored in their own pdfs.

Astronomical Measurements 1 Light Year/Ly 62,240 AU or 390,363,984,543,616,629,394,560 kms 1 Astronomical Unit/AU 14.968 kms or 6,279,627,051,077,596,944 kms 1 kilometre/km .6 mile 74

rivers" — sections of the phlogiston 5. The Shattered which have a current and greatly reduce Realms Space travel time. Travel through the "slow flow" (i.e. off the Flow rivers) is Wildspace is similar to the outer space possible, but very dangerous. of science fiction, with planets, asteroids and stars, but with different physics. Sailing ships, travel the empty aether, Gravity is either none or the same as that move by the power of their mystic of Earth, and is directed towards the helms. Gravity is a matter of center of planet-sized bodies; on large convenience, where a captain can tour objects in space like spacecraft and the bottom of his ship, and worlds come enormous creatures gravity is directed in all shapes and sizes. towards a flat plane running through the object's long axis, allowing characters to Ravenloft is a demiplane and interacts stand on the decks of ships. with the aether in the same enigmatic way it intersects with the other worlds. Unlike the space of our universe which All of the planets rotating create is a void devoid of any air, wildspace is turbulence and eddies in the flow, which filled with phlogiston. The Phlogiston, allow the currents to exist. or the Aether, is an odourless, multicoloured fluid and seems to have no effect on breathing (and no, it is not Gravity flammable). It is far from homogeneous. Physics operate differently in the The fluid itself varies in its density from Shattered Realms universe. Gravity is a place to place and also displays river- constant earth-normal powered force. like flows, sometimes connecting objects Every object exerts this, but the direction such as the planets within a star system. alters according to shape, and only objects of a certain size (generally about Spelljammers can make use of this flow 25' long) exert enough force for a gravity to greatly increase their speeds through plane to develop. Spherical objects the vast distances within the phlogiston. attract objects towards their surfaces Increasing the contact area with the flow uniformly, much as gravity works in our to acquire greater speed is also the own universe. reason some spelljamming ships have sails. Objects with a more irregular shape develop a gravitational "plane" which A signature property of the substance is extends along the most convenient axis, that it does not exist within the generally the longest. This plane works boundaries of a world, to the degree that in both directions so that it is possible, it cannot be brought into a world by any for instance, to walk on the bottom of a known means up to and including the ship. Gravity planes exert a slight direct will of deities. outward force, so that an object dropped overboard will osscilate across the plane Every world floats in the phlogiston, until it settles there, and will then drift very slowly bobbing up and down over slowly outwards from the ship to be time. Travel between worlds is eventually expel from the air envelope. facilitated by the formation of "Flow 75

This gravitational plane exerts a "field" sphere, or a conduit to the positive which extends to the limit of a body's air material plane to act in a similar fashion. envelope. When two such fields come into conflict the gravitational field of the Planets And Other Celestial larger body dominates. This makes it dangerous to be out of pitch or Bodies alignment with a larger ship if you enter Planets and other celestial bodies are its gravitational field/air envelope. quite varied within the Realms. Planets can be round, flat, disc shaped, cube Specifically, this means that when a shaped, or even stranger. Astroids, stars, 'jammer enters a planetary atmosphere nebula and other oddness rounds this the planet's gravity becomes dominant. out. A quick rating system for various (You can walk on the bottom of your celestial bodies has become standard ship in space, but in a planet's through out known space. It's origins are atmosphere you would fall off and land much debated but unimportant for our on your head.). Also, though gravity purposes. fields only extend to the edge of the air envelope anything larger then 10 tons in Celestial bodies in this system are size produces a gravity "well" which described by size, shape, and type. These extends 11,500 metres (at least; some ratings are standard on most charts, planets have larger wells) out from that planetary almanacs like the legendary body. For those knowledgeable about Geonomicon, include a substantial these wells (and using a proper craft) discussion on the planets ecology, one can "sail" or "ride" these wells much inhabitents, and weather conditions like a sailing craft uses the wind. making them valuable commodities. There are ten size catagories as follows: This movement is always tactical and A= less then 10 miles across thus only practical for movement in B= from 10- 100 miles across dense astroid fields and similar C= from 100- 1000 miles across locations. The more common D= from 1000- 4000 miles across manifestation of these wells is the way E= from 4000- 10000 miles across they pull vessels out of spelljamming (Earth, Toril, etc.) speeds when entered. Within these wells F= from 10000- 40000 miles across ships shift instantly to tactical G= from 40000- 100000 miles across movement. This shift is obvious to the H= from 100000- 1000000 miles across crew as a lurching sensation but causes I= from 1000000- 10000000 miles no damage. across J= from 10000000+ miles across Gravity in most of the many regions of arcane space is an "all or nothing" affair. Shape catagories are easier as they are Gravity is a property of almost all descriptive: Amorphous, belt, cluster, matter, whether solid, liquid, gas, spherical, cubic, flatworld, and elliptical energy, or magic (which is simply are often used though descriptions like another form of energy). Thus it is "tetrahedon" are used when appropriate. possible for a fire body or an air body to Finally, a planet is described by type: be the orbital center of a particular Fire, earth, air, water. The planet is named after the most predominate 76 feature, though this is subjective. Earth Spacefarers often chart the course of a is an earth type planet even though 70% wormhole by shooting a location beacon of it is covered with water, for instance. into the opening and waiting for it to Some cartographers include a fifth type, show up on the planetary locator at its "Live" which indicates worlds join by final destination. giant plants. Spelljamming Magic Spelljamming is the conversion of In most respects the Realms are a typical magical energy directly into motive setting in regards to magic. The only force for ships in space. There are a vast significent, constant difference is the myriad of ways in which spelljamming way the phlogiston prevents any spell can be accomplished; however, the which contacts extradiminsional space or typical method involves the use of the planes in any way. standard Spelljammer Helms, such as the minor and major helms. Worms and Wormholes There are creatures native to Ringspace Spelljamming ships have two speeds, called Raanwalah; huge, worm-like tactical and spelljamming. Tactical beasts that drift lazily through space and speed translates into 460 metres per breed around the fire rings. When these round (about 274 kph or 6585 kms per creatures, jokingly known as day), which compared to most ground "ringworms," are hungry, they move out movement is a fantastic pace. It is not, into space and "tunnel" into the Prime however, a particularly impressive speed Material plane, feeding on the very when measured against the vast fabric of wildspace itself. This creates a distances of space. That is where rift in the worm's wake forming a spelljamming speed comes in. wormhole through the Astral plane. Entering this wormhole allows When a ship is travelling at extremely rapid travel from one end to spelljamming speed, it can travel the other, making a trip of months pass 160,934,400 kilometres per day, or in minutes. These wormholes crisscross 6,437,376 kph. For those mathematically through the entire sphere, providing inclined, this is roughly 0.00596465972 rapid travel for all who are resourceful times the speed of light. This speed can enough to find them. only be maintained in a straight line, meaning spelljamming ships must Wormholes eventually collapse after 10 decelerate to tactical speed in order to years or so, but some are near the end of turn. their life and are therefor unstable. There is a 25% chance that such a wormhole Despite this massive speed, will be found, but this will not be spelljamming ships are in no danger of realized until the journey is underway. collision with other objects. Objects of The walls of the phenomenon will begin less than 10 tons in volume lose relative to collapse in the ship's wake. If the ship velocity to the spelljamming vessel as slows down at all, the wormhole's soon as they touch its air envelope, collapse will engulf it and it will be bobbing across its gravity plane until stranded in the Astral plane. they come to rest and are slowly 77 expelled from the envelope. If the While spelljaming the helmsman retains spelljamming vessel comes within his/her normal senses and can hold a 12,500 yards of an object of greater than conversation with those nearby. In 10 tons volume, it automatically and general, spelljamming is no more instantly decelerates to tactical speed. difficult then walking (except during Spelljmming is the province of the combat) so that anything a person can helmsman, the individual who sits on the reasonably be expected to concentrate on helm and directs the ship's general while walking can be done while motion (sails, rigging, and crew provide 'jamming. fine maneuvering). In most cases this is a spellcaster of sorts, but there are a Atmospheric Movement handful of helms which allow Travel within planatary atmospheres is a nonspellcasters to fill this role. very tricky buisiness, spelljammers are are not really designed to stand up to the When spelljamming the helmsman in a stress caused by wind and weather and sense merges with the ship, he/she feels in many ways landing on a planet is the as if the are personally flying through most dangerous maneuver a spelljammer space, and can percieve the world might routinely attempt. around the ship as if he were standing on the aft deck. The helmsman perceives When a spelljammer is caught in a storm damage to the ship as white flashes of the vessel must make a saving throw pain, but takes no actual, personal versus crushing blow each turn. This damage in most cases. Sometimes, save can be modfied in several ways. If however, the pain is intense enough to all sails are taken down and secured then cause unconciousness; this is called the save is made at +4. Additionally, if "spelljammer shock" and is usually a the helmsman has the Spelljammer result of a critical hit. proficiency, he can add +1 to the roll. Regardless, if the roll fails the ship In many ways, helming a vessel is suffers a random critical hit. Since some instinctual, because the helmsman feels of these can be disasterous for a vessel he/she "merges" with the vessel he/she within a gravitational field (such as can generally control the vessel as easily spelljammer shock) atmospheric traval is as walking. It's possible, with training often considered quite dangerous. and practice of course to become much Stronger storms impose penalties on the better (the Spelljamming non-weapon save, the GM informs the crew of this as proficiency) but any helmsman can appropriate. handle most functions. It's important to keep in mind, however, that the only Even when the wind is calm time the helmsman controls maneuver spelljammers are limited to a move of on a vessel is when the mininmum crew 240 kph in the atmosphere. If the ship is is listed as 1 (there are few such vessels). pushed beyond this limit the vessel must Usually, the sailhands control all of the make a saving throw again for each turn, finer aspects of maneuveur, the more further more, the roll is penalized by the skilled they are the better the craft amount over. handles. 78

Crew cannot normally work on deck Passage through a wormhole takes D10 when a spelljammer is moving this fast. seconds. The gate will remain open so The windspeed is simply too great. long as matter or energy continues to Anyone on deck of a ship must make a pass through it, to a maximum of 1 hour. save vs paralyzation or be blown clear Beyond this point, massive amounts of off the deck. mana are needed to sustain a wormhole, which ordinary sources cannot provide. Spelljammers are inherently less maneuverable within the atmosphere, all The physical gate is an enormous MRs are reduced by one. All superconductor composed almost spelljammers can hover, however, entirely of Prima Materia, and is capable though they can't turn while hovering. of harnessing mana from virtually any source. Its design renders it incredibly Finally, nearly all planetary bodies of durable; direct meteor impacts and the Venus’s size and larger have several strongest spells have failed to destroy a bands of very high winds in the upper gate. atmopshere, similar in most respects to the Earth's jet streams. Passing through The Probability Energy that creates and this band, whether on landing or take off sustains the existence of a dimension and requires a saving throw versus crushing its realities, is primarily concentrated in blow as well. Again, if the save is failed a Probability Nexus. This is the central a critical hit occurs. juncture of Probability Energy for an entire dimension. It is where most of the Ship's suffer damage in this way often dimension’s Probability Energy is enough to keep spelljaming interference created and concentrated. The dimension within most world's affairs to a the Nexus is located in is the core minimum. All the major campaign dimension. worlds, possess such a band of high winds. 7. Shattered Realms 6. mana bridges Forces Mana Bridges, also called Star Portals, What follows are details of the invading and Dimensional Gates, are a form of forces available at the start of the cylindrical tunnel made of mana which Realms’ war with Earth create a rift between dimensions allowing for near-instantaneous Krynn’s Armies transportation between the two different The Dragon armies are the collective planes of reality. The gates are often five armies of Takhisis, filled with considered to be the Ancients' greatest Chromatic Dragons, Draconians, creation. Goblins, Hobgoblins, Humans, Kobolds, Minotaurs, Ogres, and all manner of Once a bridge is formed, the gate is said other evil humanoids. Each of the armies to have created a "stable wormhole" is led by a powerful Dragon Highlord, between itself and the destination. who is aided by one or more Dragon Highmasters. 79

There is an army for each of the companies of 150 Baaz Draconian chromatic dragon types: red, green, archers. white, blue and black. The dragon Each company will also have 30 Sivak armies were led by Lord Soth, who Draconian scouts, 50 Aurak Draconians, ultimately serves Takhisis. The dragon and 5 Bozak Draconians. armies were undone as a major force during the Realms invasion, and the Mercenary Infantry remnant forces are still being chased This is a mixture of both human and down and destroyed where they are draconian soldiers and more the standard found. compilation of the armies. There is also an extra sub-commander assigned to Draconian Armies Structure each brigade, which is normally a baaz Even though the cost to keep these or kapak NCO. Their armies are armies going is relatively low, they structured in this way: usually have the highest casualties of any of the armies. Normally led by a Commander: Human Flight Marshal human officer rather than allowing a 1st Brigade: 1 Human Commander, 1 draconian to have too much power. The Baaz Sub-commander, 50 companies of draconians also are more liable to fight 240 Baaz Draconians, 50 companies of amongst each other. Their armies are 150 Human heavy infantry, 50 structured in this way: companies of 150 Human light infantry. Draconian Infantry 2nd Brigade: 1 Human commander, 1 Commander: Human Flight Marshal Kapak Sub-commander, 50 companies 1st Brigade: 1 Human Commander, 20 of 150 Kapak infantry, 50 companies of companies of 240 Baaz Draconians, 50 150 Human heavy infantry, 50 companies of 150 Baaz Draconians. companies of 240 Human light infantry. 2nd Brigade: 1 Human Commander, 50 3rd Brigade: 1 Human commander, 1 companies of 150 Kapak Draconians, 50 Baaz Sub-commander, 50 companies of companies of 90 Kapak Draconian 150 Baaz archers, 50 companies of 240 archers. Human heavy infantry, 50 companies of 3rd Brigade: 1 Human Commander, 50 150 Human light infantry. companies of 150 Kapak Draconians, 20 Each company will also have 5 Sivak companies of 150 Baaz Draconians, 50 Draconian scouts, 10 Aurak Draconians, companies of 150 Baaz Draconian and 1 Bozak Draconian. archers. 4th Brigade: 1 Human Commander, 10 Mercenary Cavalry companies of 240 Baaz Draconians, 50 In the dragonarmies, cavalry is not used companies of 150 Baaz Draconians. as often, instead relying on dragon air 5th Brigade: 1 Human Commander, 50 power. The horses in a cavalry army companies of 150 Kapak Draconians, 50 have the tendency to panic whenever a companies of 100 kapak Draconian dragon comes near, throwing the army archers. into chaos. When they are used, it is 6th Brigade: 1 Human Commander, 50 usually in the reserve to mop up a battle companies of 150 Kapak Draconians, 50 since the costs of training cavalry are so companies of 150 Baaz Draconians, 50 much higher than regular infantry. Their armies are structured in this way: 80

Commander: Human Flight Marshal 2nd Giants: 1 Ogre Commander, 20 1st Brigade: 1 Human Commander, 1 companies of 300 Hill Giants. baaz sub-commander, 50 companies of Each company will also have 1 Ogre 240 baaz draconian infantry, 20 Shaman. companies of 120 Human heavy cavalry, 20 companies of 150 Human light Kobold Infantry cavalry. The Kobold army is comprised of 2nd Brigade: 1 Human Commander, 1 infantry, slingers, and some cavalry. baaz sub-commander, 50 companies of Natural cowards at heart, they tend to 150 kapak infantry, 20 companies of 160 like to ambush, but when in the service Human heavy cavalry, 50 companies of of the dragonarmy they were mostly 240 Human light infantry. used as skirmishers. First having their 3rd Brigade: 1 Human Commander, 1 slingers attack, then infantry after that baaz sub-commander, 50 companies of only to pull back. The War Leader of the 150 Human archers, 20 companies of group tended to be the wiliest, craftiest, 160 Human heavy cavalry, 50 and most ruthless of all the warriors. companies of 243 Human light infantry. Their armies were structured in this way: Each company will also have 5 Sivak Draconian scouts, 10 Aurak Draconians, Commander: Kobold War Leader and 1 Bozak Draconian. 1st Brigade: 1 kobold lieutenant, 50 Ogre Infantry companies of 150 kobold infantry, 50 These armies are comprised of ogres companies of 100 kobold slingers. from the ogre lands of Kern and Blöde. 2nd Brigade: 1 kobold lieutenant, 50 They have their own strategy with Kern companies of 150 kobold infantry, 50 ogres relying more on hit and run tactics companies of 100 kobold slingers. while Blöde ogres attack in brute 3rd Brigade: 1 kobold lieutenant, 50 strength. The humans attached to these companies of 150 kobold infantry, 30 armies are usually slave conscripts who companies of 50 kobold dire weasel live under the threat of death for not only cavalry. themselves, but for their families back in Each company will also have 3 Kobold the ogre lands. Their armies are Shaman. structured in this way: Goblin Infantry Commander: Ogre Chieftain The goblin armies are comprised mainly 1st Brigade: 1 Ogre Commander, 2 Ogre of Goblins and Hogoblins with Sub-commanders, 30 companies of 120 hobgoblins being the better soldiers and Ogre infantry, 50 companies of 120 having military minds were usually the Human Heavy infantry, 50 companies of leaders over their lesser goblin cousins. 120 human light infantry. Most goblins come from the regions of 2nd Brigade: 1 ogre Commander, 2 Ogre Throt, western Khalkist Mountains, and sub-commanders, 40 companies of 120 from the Throtl Regulars. Their armies Ogre infantry, 50 companies of 120 are structured in this way: human heavy infantry, 50 companies of 120 Human light infantry. Commander: Hobgoblin Chief 1st Giants: 1 Ogre Commander, 20 1st Brigade: 1 Hobgoblin sub-chief, 50 companies of 300 Hill Giants. companies of 150 Hobgoblin heavy 81 infantry, 50 companies of 150 Goblin Dragonfist Infantry light infantry. This is exclusively human. Their armies 2nd Brigade: 1 Hobgoblin sub-chief, 50 are structured in this way: companies of 150 Hobgoblin heavy infantry, 40 companies of 100 Goblin Commander: Human Flight Marshal Worg Cavalry, 50 companies of 100 1st Brigade: 1 Human Commander, 50 Goblin archers. companies of 150 Human Samurai 3rd Brigade: 1 Hobgoblin sub-chief, 50 Archers, 50 companies of 150 Human companies of 150 Hobgoblin heavy Samurai Infantry, 50 companies of 150 infantry, 40 companies of 100 Goblin Human Light Infantry, 20 companies of Worg Cavalry, 50 companies of 100 160 Human Samurai Cavalry. Goblin archers. 2nd Brigade: 1 Human Commander, 50 Each company will also have 1 companies of 150 Human Samurai Hobgoblin Shaman. Archers, 50 companies of 150 Human Samurai Infantry, 50 companies of 240 Minotaur Marine Human Samurai Cavalry. The minotaur soldiers of the 3rd Brigade: 1 Human Commander, 50 Dragonarmies are usually led by a minor companies of 75 Human Samurai chieftain of a minotaur house who is Archers, 50 companies of 75 Human loyal to the cause. They lead their Samurai Archers, 50 companies of 240 soldiers into battle which is mainly made Human Samurai, 50 companies of 150 up of Infantry and Marines. Typically Human Samurai Cavalry. they will attack from either warships if Each company will also have 5 Priests, in normal water, or from icerigger boats and 1 Wujen. if they are in ice waters.: Abeir Toril’s Armies Commander: Minotaur Chieftain The Orc armies are comprised mainly of 1st Brigade: 1 Minotaur war chief, 50 and Goblins with even some Trolls. companies of 120Minotaur marines. With Orcs being the better soldiers and 2nd Brigade: 1 Minotaur war chief, 50 leaders. Their armies are structured in companies of 120 Minotaur marines. this way: 3rd Brigade: 1 Minotaur war chief, 50 companies of 120 Minotaur marines. Commander: Orc Boss 4th Brigade: 1 Minotaur war chief, 50 1st Brigade: 1 Orc sub-boss, 50 companies of 120 Minotaur marines. companies of 150 Orc Heavy Infantry, 5th Brigade: 1 Minotaur war chief, 50 50 companies of 150 Goblin Light companies of 120 Minotaur marines, 50 Infantry, 50 companies of 50 Orc War companies of 120 Minotaur infantry. Boar riders, 50 companies of 150 Goblin Each company will also have 1 Minotaur Light Infantry. Shaman. 2nd Brigade: 1 Orc sub-boss, 50 companies of 150 Orc Heavy Infantry, Abysmal’s Armies 40 companies of 100 Goblin Wolfriders The Dragonfist armies are the collective Cavalry, 50 companies of 100 Goblin armies of the 18 human clans of Archers, 50 companies of 150 Goblin Abysmal. Light Infantry.

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3rd Brigade: 1 Orc sub-boss, 50 Heavy Infantry, 50 companies of 240 companies of 150 Orc Heavy Infantry, Human Light Infantry. 40 companies of 50 Orc War Boar 3rd Brigade: 1 Human Commander, 50 riders, 50 companies of 100 Goblin companies of 75 Human Archers, 50 Archers, 50 companies of 150 Goblin companies of 75 Human Crossbow men, Light Infantry. 50 companies of 240 Human Heavy 4th Brigade: 1 Orc sub-boss, 50 Infantry, 50 companies of 150 Human companies of 150 Orc Heavy Infantry, Light Infantry. 50 companies of 50 Trolls, 50 Each company will also have 5 Priests, companies of 50 Orc War Boar riders, and 1 Mage. 50 companies of 150 Goblin Light Infantry. Birthright Cavalry 5th Brigade: 1 Orc sub-boss, 50 Commander: Human Flight Marshal companies of 240 Orc Heavy Infantry, 1st Brigade: 1 Human Commander, 50 40 companies of 100 Goblin Wolfriders companies of 240 Human Light Infantry, cavalry, 50 companies of 50 Orc War 20 companies of 120 Human Heavy Boar riders, 50 companies of 150 Goblin Cavalry, 20 companies of 150 Human Light Infantry. Light Cavalry. 6th Brigade: 1 Orc sub-boss, 50 2nd Brigade: 1 Human Commander, 50 companies of 150 Orc Heavy Infantry, companies of 150 Human Light Infantry, 50 companies of 150 Orc Archers, 50 20 companies of 160 Human Heavy companies of 150 Goblin Light Infantry, Cavalry, 50 companies of 240 Human 50 companies of 100 Goblin Archers. Crossbow men. Each company will also have 5 Orc 3rd Brigade: 1 Human Commander, 50 Shaman. companies of 150 Human Archers, 20 companies of 160 Human Heavy Aebrynis’s Armies Cavalry, 50 companies of 243 Human The Birthright armies are the collective Light Infantry. armies of the various human Houses of Each company will also have 5 Priests, Aebrynis. and 1 Mage.

Birthright Infantry Athas’s Armies This is exclusively human, officers are These armies are comprised of Human from royalty. Their armies are structured Soldiers and slaves of various races. The in this way: slaves live under the threat of death for not only themselves, but for their Commander: Human Flight Marshal families. The Athasian armies are not the 1st Brigade: 1 Human Commander, 50 strongest that Takhisis has. Their armies companies of 150 Human Archers, 50 are structured in this way: companies of 150 Human Heavy Infantry, 50 companies of 150 Human Commander: Human Flight Marshal Light Infantry. 1st Brigade: 1 Human Commander, 30 2nd Brigade: 1 Human Commander, 50 companies of 120 Human Soldiers, 50 companies of 150 Human Crossbow companies of 120 slave Elf Light men, 50 companies of 150 Human Infantry, 50 companies of 120 slave 83

Human Light Infantry, 50 companies of Vermin Infantry 120 slave Dwarf Light Infantry. Commander: Vermin Warlord 2nd Brigade: 1 Human Commander, 40 1st Brigade: 1 Vermin Clanlord, 20 companies of 120 Human Soldiers, 50 companies of 240 Storm Vermin, 50 companies of 120 slave Thrikeen, 50 companies of 150 Clanrats. companies of 120 slave Mul Light 2nd Brigade: 1 Vermin Clanlord, 50 Infantry, 50 companies of 120 slave companies of 150 Storm Vermin, 50 Human Light Infantry. companies of 90 Storm Vermin archers. Each company will also have 5 Priests, 3rd Brigade: 1 Vermin Clanlord, 50 and 1 Defiler. companies of 150 Clanrats, 20 companies of 150 Storm Vermin, 50 Cthon’s Armies companies of 150 Storm Vermin archers. Cthon doesn’t have armies in the 4th Brigade: 1 Vermin Clanlord, 10 traditional sense. Rather it is whatever is companies of 240 Storm Vermin, 50 put together to defend each companies of 150 Clanrats. dungeonheart territory. What was sent to 5th Brigade: 1 Vermin Clanlord, 50 earth was a combined small companies of 150 Storm Vermin, 50 expeditionary force with slaves from the companies of 100 Storm Vermin archers. surface of Cthon to protect the 6th Brigade: 1 Vermin Clanlord, 50 dungeonheart they were transporting. It companies of 150 Storm Vermin, 50 was structured in this way: companies of 150 Clanrats, 50 companies of 150 Storm Vermin archers. Commanded by 1 Vampire Lord Each company will also have 10 Plague 1 Necromancer 15th level for each Priests, and 5 Seers. company controlling the undead, 1 company of 150 Skeleton Warriors, 1 Slave Infantry company of 50 Skeleton Archers, 1 These armies are comprised of Vermin company of 50 Skeleton Cavalry, 1 soldiers and human slaves. The slaves company 150 Zombies, 1 company of 50 live under the threat of death for not only Wights. themselves, but for their families. Their Slave Infantry: 1 Human Commander, armies are structured in this way: 50 companies of 150 Gunbadthane Dwarves, 50 companies of 140 Commander: Vermin Warlord Tundranesti Elves, 50 companies of 120 1st Brigade: 1 Vermin Clanlord, 30 Furchin Halflings. companies of 120 Storm Vermin, 50 companies of 120 Clanrats, 50 Dis’s Armies companies of 120 slave Human Light Dis is a world whose armies consist of Infantry. the Vermin, Fomorian, Norse, Dvergar, 2nd Brigade: 1 Vermin Clanlord, 40 Beastmen and the undead. companies of 120 Storm Vermin, 50 companies of 120 Clanrats, 50 Vermin Armies Structure companies of 120 slave Human Light Infantry. Vermin armies consist of their Warlord Each company will also have 10 Plague Commander, Clanlords, Storm Vermins, Priests, and 1 Seer. Clanrats and slaves. Their armies are structured in this way: 84

Fomorian Armies Structure and Razorgors. Their armies are Fomorian armies consist of their structured in this way: Warlord Commander, Fomorian Chiefs, Meargh Seers and Dirach warriors. Their Beastmen Infantry armies are structured in this way: Commander: Beastman Wargor Lord 1st Brigade: 1 Beastman Clanlord, 20 Fomorian Infantry companies of 240 Razorgors, 50 Commander: Fomorian Warlord companies of 150 Gors. 1st Brigade: 1 Fomorian Chief, 50 2nd Brigade: 1 Vermin Clanlord, 50 companies of 150 Dirach. companies of 150 Razorgors, 50 2nd Brigade: 1 Fomorian Chief, 50 companies of 90 Gors. companies of 150 Dirach, 50 companies 3rd Brigade: 1 Vermin Clanlord, 50 of 90 Dirach slingers. companies of 150 Gors, 20 companies of 3rd Brigade: 1 Fomorian Chief, 50 150 Razorgors, 50 companies of 150 companies of 150 Dirach, 50 companies Storm Vermin archers. of 150 Dirach slingers. 4th Brigade: 1 Vermin Clanlord, 10 4th Brigade: 1 Fomorian Chief, 10 companies of 240 Razorgors, 50 companies of 240 Dirach, 50 companies companies of 150 Gors. of 150 Dirach slingers. 5th Brigade: 1 Vermin Clanlord, 50 Each company will also have 10 Meargh companies of 150 Razorgors, 50 Seers. companies of 100 Gors. Each company will also have 5 Norse Armies Structure Tuskgors, and 10 Ungor Shaman. This army consists of a Warchief, Bondsmsn, Berserkers, and Thralls. Dvergar Armies Structure Their armies are structured in this way: This is the army of the mutated Dwarves know an Dvergar. It consists of an Commander: Norse Warchief Overlord, Infernal Guard, and Infernal 1st Brigade: 1 Norse Commander, 50 Warriors. Their armies are structured in companies of 240 Norse Bondsmen, 20 this way: companies of 150 Nores Berserkers, 50 companies of 150 Norse Thralls. Commander: Dvergar Overlord 2nd Brigade: 1 Norse Commander, 50 1st Brigade: 1 Dvergar Commander, 50 companies of 150 Norse Bondsmen, 50 companies of 240 Infernal Warriors, 20 companies of 30 Norse Berserkers, 50 companies of 150 Infernal Guard, 50 companies of 240 Norse Thralls. companies of 150 Infernal Warriors with 3rd Brigade: 1 Norse Commander, 50 crossbows. companies of 150 Norse Bondsmen, 10 2nd Brigade: 1 Dvergar Commander, 50 companies of 240 Nores Berserkers, 50 companies of 150 Infernal Warriors, 50 companies of 150 Norse Thralls. companies of 30 Infernal Guard, 50 Each company will also have 1 Norse companies of 240 Infernal Warriors with Shaman. crossbows. 3rd Brigade: 1 Dvergar Commander, 50 Beastman Armies Structure companies of 150 Infernal Warriors, 10 The Beastman army is made up of companies of 240 Infernal Guard, 50 Wargor Lords, Gors, Ungors, Tuskgors, 85 companies of 150 Infernal Warriors with Eberron’s Armies crossbows. Eberron mainly contributes 4th Brigade: 1 Dvergar Commander, 10 to the invasions. Their armies are companies of 240 Infernal Warriors, 50 structured in this way: companies of 150 Infernal Guard. 5th Brigade: 1 Dvergar Commander, 50 Eberron Infantry companies of 150 Infernal Warriors, 50 Commander: Human Flight Marshal companies of 100 Infernal Warriors with 1st Brigade: 1 Human Commander, 20 crossbows. companies of 240 Warforged, 50 6th Brigade: 1 Dvergar Commander, 50 companies of 150 Human Soldiers. companies of 150 Infernal Guard, 50 2nd Brigade: 1 Human Commander, 50 companies of 150 Infernal Warriors, 50 companies of 240 Human Soldiers, 50 companies of 150 Infernal Guard with companies of 150 Human Archers. crossbows. 3rd Brigade: 1 Human Commander, 50 Each company will also have 5 Dvergar companies of 150 Warforged, 20 Priests. companies of 150 Human Archers, 50 companies of 150 Human Soldiers. Undead Armies Structure 4th Brigade: 1 Human Commander, 10 There is no standing undead army per se. companies of 240 Warforged, 50 Rather most of the warriors are created companies of 150 Human Archers. as needed for a particular battle. Their 5th Brigade: 1 Human Commander, 50 armies are structured in this way: companies of 150 Warforged, 50 Skeleton Infantry companies of 100 Human Archers. Commanded by 1 Vampire Lord 6th Brigade: 1 Human Commander, 50 Each Brigade: 1 Necromancer 10th level companies of 150 Warforged, 50 or higher, 50 companies of 150 Skeleton companies of 150 Human Archers, 50 Warriors, 20 companies of 50 Skeleton companies of 150 Human Archers. Archers, 10 companies of 50 Skeleton Each company will also have 30 Goblin Cavalry Scouts, 15 Priests, and 5 Magic Users.

Zombie Infantry Gamma’s Armies Commanded by 1 Vampire Lord Gamma draws its soldiers from its Alpha Each Brigade: 1 Necromancer 10th level cities. Its army comprises soldiers, or higher, 50 companies of 150 Zombies, riflemen, artillery and mechanized 20 companies of 50 Wights combat vehicles.

Demon Armies Structure Commander: Human Flight Marshal Like the Undead army there is no proper 1st Brigade: 1 Human Commander, 1 Demon one. Its just basically a free for Human Sub-commander, 50 companies all once a battle commences with every of 240 Human Infantry, 50 companies of demon available just piling in. Numbers 150 Human Riflemen, 10 companies of vary wildly but the minimum is usually 150 Human Artillery Crew, 5 companies around 50,000 Demon troops. of 20 Human Mechanized Crew. 2nd Brigade: 1 Human commander, 1 Human Sub-commander, 50 companies of 150 Human Infantry, 30 companies of 86

150 Human Riflemen, 10 companies of Each brigade - 150 Human Artillery Crew, 5 companies Commander: 1 of Skelegore’s henchmen of 20 Human Mechanized Crew. 50 companies of 250 FIST Infantry, 50 3rd Brigade: 1 Human commander, 1 companies of 150 FIST Riflemen, 20 Human Sub-commander, 50 companies companies of 20 FIST Mechanized of 150 Human Infantry, 40 companies of Crew. 150 Human Riflemen, 5 companies of 150 Human Artillery Crew, 8 companies of 20 Human Mechanized Crew. Each company will also have 5 Medics. 8. earth post invasion Mystara’s Armies With the defeat of Takhisis, most of her The Lizardman armies are comprised of soldiers were repatriated back to their heavy and light infantry, archers, and homeworlds or in the case of demons, skink cavalry. Their armies are banished. structured in this way: Even more have requested asylum as Commander: Lizardman High Mage refugees. These have all been refused as Priest their planets are now more stable, or in 1st Brigade: 1 Lizardman Chief, 50 the case of Dis untrustworthy and companies of 150 Lizardman Heavy dangerous. This led to a mass breakout Infantry, 50 companies of 150 from the various interment camps with Lizardman Light Infantry, 50 companies the refugees fleeing and now in hiding. of 50 Lizardman Giant Skink riders, 50 The UN is now trying to come up with a companies of 150 Lizardman Archers. plan for migration from the Realms to 2nd Brigade: 1 Lizardman Chief, 50 Earth and vice versa. The wealthier companies of 150 Lizardman Heavy countries are refusing. However citizens Infantry, 40 companies of 100 of poorer nations are already making the Lizardman Giant Skink riders, 50 trek to wherever a gate is, in the hope of companies of 100 Lizardman Archers, passing through to a new world. The 50 companies of 150 Lizardman Light most desirable realms to emigrate to are; Infantry. Aebir Toril 3rd Brigade: 1 Lizardman Chief, 50 Eberron companies of 150 Lizardman Heavy Mystarra Infantry, 40 companies of 50 Lizardman Aebrynis Giant Skink riders, 50 companies of 100 Abysmal Lizardman Archers, 50 companies of 150 Lizardman Light Infantry. Each company will also have 10 Lizardman Mage Priests.

Oerth’s Armies Oerth has only one army; the robotic F.I.S.T. (Frontline Infantry Strike Trooper), controlled by Skelegore and his henchmen. 87 88

Map Key Code Location Races A Atlantis Undersea City Atlanteans AC Ashcrown City Arboreal, Halaman AO Aotus Undersea City Knas, Locathah Aq Aquatica Undersea City Humans, mainly from Australia Ar Arn Mora City Silvanesti Elves AS Aman Sinaya Undersea City Mers, Dargons, Paharis, Sea Sprites, Turturs As1 Asa Thalor City Silvanesti Elves B Bast City Various Felinar Bo Bosque City Kagonesti Elves CY ChiYou Island Unknown E Eno Thendor City Arboreal, Halaman El Elmspring City Arboreal F Frozen City Humans, mainly from United States H Haidi Undersea City Humans, mainly from China K Kitezh Undersea City Kuo Toas, Koprus, Sharkks Kh Khalohone City Yuan Ti Kn Kaitei No Undersea City Humans, mainly from Japan L Lemuria Undersea City Lemurians LY Lyonese Undersea City Saekonungars, Sea Sprites, Selkies, Sirines, Homards MI Mare Insula Undersea City Humans, mainly from European Union Mo Moran Tal City Karakthane Dwarves N Nellerai City Geophants, Lupinoids O Orlo Thalore City Halflings P Poseidinos Undersea City Mers, Dargons, Sirines, Nixies Pa Pacificus Floating City Humans, mainly from United States Pe Peisinoe Floating City Humans, mainly from European Union Pk Pani Ke Nice Undersea City Humans, mainly from India R Rehschcalen City Thrikeen s12 Star City 12 Undersea Humans, mainly from Russia s17 Star City 17 Humans, mainly from Russia S Sai Ancalen City Orso Sh1 Sha Serin City Centaurs Sh2 Shala Bellanose City Halflings SI Shadow Island Various Kaijuu Su Submergia Undersea City Humans, mainly from United States T Tritonis Undersea City Mers, Dargons, Delfins, Sea Sprites, Shalarins Th Themiscrya Island Themiscryan Amazons Ti Timber Traren City Arboreal, Cactun, Frucht, Vegibles Yl Ylmager City Yuan Ti YS Ys Undersea City Sahuagins, Carapaces, Morkoths, Takos 89

Light green dots represent irradiated France is having major financial zones where nuclear bombs were problems and is getting help from the dropped. EU and UN. Parts of France are highly mystical in nature now. Red shaded areas represent Wild zones, which are completely lawless at the China is having difficulty recovering and moment and contain mainly remnants of is trying to restart some of its industries. the demon army and other leftover Mass conscriptions of workers for monsters. rebuilding has begun.

Dark green lines represent ley lines, Russia has fared the worst out of any some from before and now much country; they have two radiation zones stronger, and some new. from where the nukes were dropped, and half the country is now wildlands. The United States is recovering but did Demons and monsters run loose in this take a major hit and will require several area although their numbers are low. years to restore its industry and finance. The current government has retreated to There are also a great amount of local Moscow and transformed it into a refugees who have fled the Colorado stronghold, while what remains of the state. Medical resources are also being Russian military attempts to reclaim the stretched, having to treat the survivours country. of the nuclear blast. India and Pakistan have both taken Canada fared much better than the US tremendous blows. The Indian and is recovering quickly. Some of the government is close to collapse while forests however have new more Pakistan seems to already have broken supernatural inhabitants. down into separate warring states.

Central America is a huge mess. Already Australia is one of the few recovering fragile economies have collapsed and quickly and well. There is much new many refugees are fleeing north or to steamtech being traded from Eberron. other realms. The drug cartels seem to have fully taken over Mexico and moved Algeria has also completely collapsed. in on the other Central American failed Aid is coming in from the UN and nations which includes; Belize, El refugees are going out, mainly trying for Salvador, Costa Rica, Guatemala, Europe. Honduras, Nicaragua and Panama. Lemuria and Atlantis have probably Bolivia has also suffered greatly, and fared the best out of everyone. They now refugees are fleeing in all directions but control an entire world (Krule) in the mainly to Argentina and Brazil which as Realms as well as now having joined the a result is putting a great strain on their UN. resources. It is also now a major mystical region. For the Underground it is business as usual with very little having changed. Aside from that new worldheart.. 90

There are also Realms’ army deserters Elf Dargonesti still on earth, hiding in various countries. Elf Dimernesti In France there is a warband of Orcs Elf Drow hiding in the Landes de Gascogne forest. Elf Kagonesti Elf Silvanesti The various deserts in Northern Africa Elf Tundranesti have become the new home of various Gnome escaped Human, Elven, Thrikeen and Goblin Mul slaves. Half Elf Half Orc The Antarctic likewise now is home to Halfling Furchin escaped slaves from Cthon, including Halfling Hobbit Gunbadthane Dwarves, Tundranesti Hobgoblin Elves, and Furchin Halflings. Human Mer Some Draconians were left behind and Minotaur have joined various human warbands in Ogre India, Pakistan and now Afghanistan. Orc Pahari Lizardmen left over from Mystara have Pixie been making their home in Canada’s Rakshasa Great Bear Rainforest. Yuan-ti

Lemuria and Atlantis are working out Abysmal plans for transit between their cities and Dwarf the realm of Krule. Elf Halfling As mentioned before, parts of Russia’s Human wildlands contain remnants of the Yuan-ti Demon, Vermin, Formorians, Norse, Dvergar and Beastmen armies. And no Aebrynis theyre not unified. If anything they keep Dwarf killing each other to see who can achieve Elf dominance overall. Goblin Half Elf Halfling 9. races by realm Human Abeir Toril Athas Aarakorra Anpur Beholder Asherati Centaur Athasian Aarakocra Dwarf Dvergar Athasian Dwarf Dwarf Gunbadthane Athasian Elf Dwarf Karakthane Athasian Half Elf Dwarf Thorbathane Athasian Half Giant Elf Avariel 91

Athasian Halfling Elf Athasian Human Elf Drow Athasian Thri-keen Gnome Bhuka Goblin Genasi Half Elf Mul Half Orc Pterran Halfling Ssuran Human Tarek Illithid Tari Kalashtar Kobold Cthon Medusa Dracotaur Minotaur Dwarf Thorbathane Ogre Dwarf Gunbadthane Orc Elf Drow Rakshasa Elf Tundranesti Sahuagin Shifter Gnome Rock Shulassakar Halfling Furchin Warforged Hoarfrost Yuan-ti Imp Orc Firefall Orcling Fire Elementals Reaper Sphenoi Gamma Thanoi Human Troll Kai Lin Uldra Stagon Ursoi Krule Dis Water Elementals Beastmen Dwarf Dvergar Krynn Elf Drow Aarakocra Fomorian Draconian Aurak Human Draconian Baaz Norse Draconian Bozak Vermin Draconian Kopak Draconian Sivak Eberron Dragon Armand Dwarf Aghar Asherati Dwarf Derro Bhuka Dwarf Dvergar Changeling Dwarf Hylar Dwarf Dwarf Neidar 92

Elf Dargonesti Elf Dimernesti 10. creating your Elf Drow own realm Elf Kagonesti This section will deal with if you want to Elf Qualinesti create your own world within the realms. Elf Silvanesti Either in the same solar system or Gnome somewhere beyond. Goblin Hobgoblin Human Step 1: Planetary Size Halfling Kender Determine the size of your realm planet Kobold by either rolling or choosing from Kyrie below; Minotaur 01-04 Asteroid/Planetoid Ring; under Ogre Irda 1km diametre, 0.00007 mass, .007% Shib-thahn gravity Thanoi 05-15 Asteroid/Planetoid Belt; under 200kms diametre, 0.01 mass, 1% gravity Mystara 16-20 Very Small; 799km diametre, Dwarf 0.06 mass, 6% gravity Elf 21-25 Small; 2399km diametre, 0.1 Giant mass, 10% gravity Gnome 26-30 Small; 3999km diametre, 0.3 Half Elf mass, 30% gravity Halfling 31-40 Small; 5599km diametre, 0.4 Human mass, 40% gravity Lizardman 41-45 Small; 7199km diametre, 0.5 Minotaur mass, 50% gravity 46-49 Medium; 8799km diametre, 0.6 Troll mass, 60% gravity 50-55 Medium; 10,399km diametre, 0.8 Oerth mass, 80% gravity Dwarf 56-60 Medium; 11,999km diametre, 0.9 Elf mass, 90% gravity Halfling 61-70 Earth standard; 12,756km Human diametre, 1.0 mass, 100% gravity 71-75 Large; 13,599km diametre, 1.1 mass, 110% gravity 76-80 Large; 15,199km diametre, 1.2 mass, 120% gravity 81-85 Large; 16,799km diametre, 1.3 mass, 130% gravity 86-90 Small Gas Giant; 48,899km diametre, 16.0 mass, 1600% gravity 91-95 Medium Gas Giant; 120,199km diametre, 95.0 mass, 9500% gravity 93

96-00 Large Gas Giant; 152,899km normal. If enough oxygen is present, diametre, 318.0 mass, 31,800% gravity humans will find the air completely For comparison; Mercury is 4868kms; breathable with the aid of a respirator Venus is 12,103; Earth is 6378; Mars is and can even breathe it for short periods 3400; Jupiter is 142,000; Saturn is unaided. Early theories on Mars pictured 120,660; Uranus is 25,700; Neptune is this kind of atmosphere. Otherwise 50,950; Pluto is 3500; and Charon is unbreathable to humans, but not 1800kms. necessarily poisonous. This type of atmosphere is typical of Terrestrial 1b: Gravity planets before our type of life develops. Gravity is determined by the Mass of a But anaerobic life or "nitrolife" is quite planet, as listed above; it may be much possible here. higher or lower than these average 01-20 Thin and tainted Oxygen/ examples, roll on the following table if Nitrogen/Carbon Dioxide with toxic you want some more variation. contaminants. Modifier 21-40 Thin Oxygen/Nitrogen/Carbon 01-09 Minimal -40% Dioxide. 10-16 Extremely Light -30% 41-60 Thin and corrosive as above with 17-23 Very Light -20% predominantly toxic trace metals and 24-34 Light -10% gases. 35-45 Medium -5% 61-80 Thin and volatile 46-76 Standard Normal Nitrogen/Carbon dioxide with 77-84 Strong +5% combustible volatiles. 85-90 Heavy +10% 81-00 Standard glacial Oxygen/ 91-95 Very Heavy +20% Nitrogen with minimal Carbon dioxide 96-98 Extremely Heavy +30% and high ozone. 99-00 Massive +40% 21-40 Temperate - Variable A world rated as earthlike will be very Step 2: Planetary Atmosphere much like our own planet — or at least Determine the ecosphere of each planet like parts of it, depending on its overall by either rolling or choosing from climate, the amount of water it has and below; its atmosphere. The climate may be temperate, tropical, or arctic, but is 01- 20 Cool Temperate liveable by definition. Of course, there A cool temperate planet has an may still be obvious flaws or hidden atmosphere poisonous to humans. Often, deathtraps, making the world useless. its climate is far too cold and its free- Standard .81 to 1.2 Earth normal. standing liquid is liquid methane or Breathable without any artificial aids by ammonia rather than water. humans, if enough oxygen is present. Nevertheless, such planets may have These are the most Earthlike native life. Hostile terrestrial planets atmospheres. Generally Earthlike usually occur beyond a star's biozone atmosphere; almost impossible to find and may be moons of gas giants. except as a result of life similar to Saturn's moon Titan is a hostile Earth's. Earth's atmosphere is 77% terrestrial world. Atmospheric pressure nitrogen, 21% oxygen, and 1% argon, is lower than Earth's: .51 to .8 Earth 94 with traces of water, and so on. Nitrogen taken to the extreme. Venus as it was and argon are inert; the oxygen once thought to be would be a habitable percentage is vital. Earth's biological greenhouse world. Dense atmosphere and geological processes hold it at 21%. have pressures greater than Earth's: 1.21 01-33 Standard and volatile Nitrogen/ to 1.5 Earth normal. They are still Carbon dioxide with fierce winds. breathable, with some difficulty, if 02 is 34-66 Standard Oxygen/Nitrogen with present. Dense atmospheres may seem significant ozone component in "soupy" to regular humans, and asthma stratosphere. sufferers will find breathing very 67-05 Standard and tainted Oxygen/ difficult. Nitrogen with some contaminants. 01-50 Dense thick atmosphere which is predominantly oxygen and nitrogen. 41-60 Greenhouse Inferno 51-00 Dense and tainted as before but A greenhouse Earth or hothouse Earth is with toxic contaminants. a period in which there are no continental glaciers whatsoever on the 81-00 Arctic planet, the levels of carbon dioxide and These worlds are usually smaller worlds other greenhouse gases (such as water with thin atmospheres and little, if any, vapour and methane) are high, and sea free water. Their water may lie frozen in surface temperatures range from 28 °C ice caps, melting only at certain times of (82.4 °F) in the tropics to 0 °C (32 °F) in the year to nurture what life exists. Mars the polar regions. Corrosive atmospheres is an extreme example of an Arctic require well protected artificial life world. Some Arctic worlds are very old; support for survival. Unprotected they once had more water but lost it to humans will die quickly and painfully. space. These have superdense Vacc suits or protective suits with self- atmospheres which can have pressures contained air supplies are necessary. up to several hundred times that of Most metals will quickly be destroyed Earth. Only the sturdiest structures can by such atmospheres, especially those maintain Earthlike internal pressures and with even a trace of chlorine or fluorine. survive. In the outer zone, frozen or 01-50 Standard and parched near-liquid atmospheres may qualify as Oxygen/Nitrogen with minimal ozone superdense. Nothing less than an EAVS and high Carbon dioxide. or battlesuit — if that — will make it 51-00 Standard and corrosive possible to get around on the surface of Oxygen/Nitrogen with abundant toxic these worlds. Venus has a superdense trace metals and gases. atmosphere. Exotic atmospheres consist of assorted non-breathable or poisonous 61-80 Hellish gases; some may contain corrosive Hellish worlds have thick, dense elements. Self-contained oxygen atmospheres that magnify the supplies, and often protective or pressure greenhouse effect, producing worlds that suits, are necessary to survive in these are very hot, sometimes too hot for life atmospheres. (Alien races may thrive in to develop. Atmospheres may have high exotic atmospheres.) concentrations of carbon dioxide and 01-33 Exotic mainly ammonia and sometimes sulfur compounds. Venus as methane. we now know it is a greenhouse world 95

34-66 Exotic and dense thick important to note that climate is an atmosphere of ammonia and methane. average has "Earth-normal" climate, but 67-00 Exotic and corrosive plethora of local temperatures span the whole table. toxic trace metals and gases. A world with Hot climate overall might have some Earth-normal areas at the Step 3: Climate poles, and large areas at the equator so Climate is the average temperature of all hot they are unusable. If the world has points on the 30th parallel, night and day axial tilt, seasons will affect the — tropics will be warmer, mountains temperature at a given time and place, and poles will be colder. Orbital without changing overall climate. distance, naturally, affects climate. A world at the inner edge of the biozone Modifiers will be hot, and one at the outer edge Greenhouse -10% will be cold. But a world in the middle Cool Temperate +10% can have any climate the GM chooses, Hellish -20% because of other factors. For instance, Variable Temperate +5% Earth would be much colder if not for Arctic +20% the heat still being released from its molten core. Internal radioactives and 01-10 Very Hot; Low 38C, Average the "greenhouse effect" can also warm 49C, High 60C. up a world. Interstellar gas can block 11-20 Hot; Low 32C, Average 43C, sunlight; cloud or ice surface can High 54C. increase albedo and reflect heat, cooling 21-30 Tropical; Low 27C, Average a planet. Planets in a multiple system can 38C, High 49C. receive extra heat from other suns. Thus, 31-40 Warm; Low 21C, Average 32C, it is quite possible for a world to remain High 43C. habitable even though it is slightly 41-50 Normal; Low 15C, Average 27C, outside the nominal biozone. Orbital High 38C. distance, naturally, affects climate. A 51-60 Cool; Low 5C, Average 15C, world at the inner edge of the biozone High 27C. will be hot, and one at the outer edge 61-70 Chilly; Low -7C, Average 5C, will be cold. But a world in the middle High 15C. can have any climate the GM chooses, 71-80 Cold; Low -18C, Average -7C, because of other factors. For instance, High 5C. Earth would be much colder if not for 81-90 Very Cold; Low -29C, Average - the heat still being released from its 18C, High -7C. molten core. Internal radioactives and 91-00 Frozen; Low -40C, Average - the "greenhouse effect" can also warm 29C, High -18C. up a world. Interstellar gas can block sunlight; cloud or ice surface can Step 4: Biosphere increase albedo and reflect heat, cooling A planet's biosphere is its envelope of a planet. Planets in a multiple system can life — its flora, fauna, and receive extra heat from other suns. Thus, microorganisms. The exact nature of it is quite possible for a world to remain each world's life should be decided by habitable even though it is slightly the GM, often in connection with a outside the nominal biozone. It is specific adventure. However, the table 96 below will allow a broad determination 66-74 Slightly erratic, elliptical orbit, of what types of life exist. This table is warmer twice a year, temperature primarily for Terrestrial worlds within changes rapidly over hundreds of years. the habitable zone. It may be used with 75-80 Slightly erratic, very elliptical other types of worlds, but life will be orbit, hot and cold, temperatures become truly alien there, if it exists at all. extreme every few years. 01-16 Protoorganisms only: single- or 81-86 Very erratic, but circular orbit, multi-celled microorganisms, including temperature rises and cools every year algae, protozoa, amoebas and so on. by a few degrees. 17-32 As above + lower plants: 87-90 Very erratic, elliptical orbit, hot equivalents of lichens, mosses and fungi. and cold extremes twice a year vary by a 33-48 As above + higher plants: few degrees each time. equivalents of ferns and flowering 91-94 Very erratic, very elliptical orbit, plants. very hot and cold extremes, frequent 49-64 As above + lower animals (INT storms, very harsh conditions. 1): equivalents of insects, fish, 95-98 Extremely erratic, retrograde amphibians. (backwards) orbit, but stable, 65-80 As above + higher animals (INT unpredictable temperature variations. 2): equivalents of reptiles, mammals, 99-00 Extremely erratic, retrograde, birds. elliptical orbit, unpredictable, harsh and 81-00 As above + intelligent lifeforms violent temperature changes. (INT 3+): civilization or the potential for civilization. Tools, fire, and language. 5b: Stellar Orbit Lower forms than the dominant one will Determine the length of time involved usually still exist. The GM may roll for the planet to rotate around its star. again from the choices given under .3 AU 50 +D10 days dominant type — e.g., to determine .4 AU 75 +D12 days whether insects, fish or amphibians are .5 AU 100 +2D10 days the dominant type, if "lower animals" is .6 AU 130 +3D10 days rolled. If intelligence exists, the GM .7 AU 160 +4D10 days should define its type, tech level, .8 AU 200 +5D10 days society, and so on . 1 AU 300 +D100 days 2 AU 500 +D100 days Step 5a: Orbital Conditions 3 AU 900 +D100 days Determine the stability of the orbit of 5 AU 10 years +D20 months each planet around its star, 6-20 AU AU x3 years +D12 01-20 Very stable, circular orbit, very months stable surface temperature. 21-40 AU AU x4 years +D12 21-40 Very stable, elliptical (oval) months orbit, warmer twice every local year. 41-55 Very stable, very elliptical orbit, 5c: Axis Spin gets hot and cold twice every local year. Determine the length of time involved 56-65 Slightly erratic, circular orbit, for the planet to rotate on its own axis stable surface temperature changes (how long each day is). gradually over thousands of years. Gravity less than 1% to 200%; D20 hours +D8 hours 97

Gravity 201% to 999%; D20 hours average humidity. Regardless of the roll Gravity 1000%+; D12 hours or amount of water, humidity cannot exceed 100%. Step 6a: Hydrographics Even if there is no water, an ocean of Step 7: Terrain any liquid element (hydrogen, ammonia, Almost every type of terrain can be etc.) can still foster life. found somewhere on any planet, if the 01-10 0% water. Solid land with no appropriate plant life has evolved. But surface water/liquid. the prevailing terrain on a world is 11-20 10% water. Only a few scattered governed by its climate and the amount seas or lakes, bound by land. of water present. The following types of 21-30 20% water. Single super terrain may be found on earthlike and continent with surrounding shallow hostile terrestrial worlds; most can be ocean. found on Greenhouse and Desert worlds 31-40 40% water. D4 small continents as well. Iceball worlds almost always and many islands in deep oceans. look Hilly/Rough. 41-50 50% water. Single large continent and thousands of island Desert/Barren: groups. Low, flat, barren plains, perhaps covered 51-60 60% water. Many small with sand and/or dust in low dunes. continents and islands with deep oceans. Prevalent on older planets with less than 61-70 70% water. Standard, D4 large 30% surface water, or any world with continents and many islands. under 10%. Can occur even on worlds 71-80 80% water. Thousands of large with more water if the land areas are cut and small islands in very deep oceans. off in some way from the seas. 81-90 90% water. Covered in a world ocean with only a few, scattered island Icy/Barren: groups. As above, but drifted with snow and ice. 91-00 100% water. Completely covered Prevalent on Chilly to Frozen worlds by an unbroken ocean with no land with more than 30% water; also common above the surface. on Cool worlds with under 50% water.

6b: Humidity Hilly/Rough: The amount of water vapour in the air is Mostly bare, rocky terrain, with small important to most species. Earth hills, boulders and debris, crevices and averages 50% humidity. Anything below ravines and so on. Prevalent on younger 30% is uncomfortably dry; anything planets with less than 30% surface above 70% is muggy. At 100%, it rains water. Can include cratered terrain and all the time. Average humidity over rough glaciers. 100% is impossible. The presence of liquid water makes higher humidity Mountainous/Volcanic: likely, but there are many other factors High rocky mountains, jagged peaks, involved. To assign humidity randomly, cliffs and/or active or dead volcanoes. roll D100%, and add 10% of the world's Most likely on geologically very young water surface. Thus, a roll of 60 on a worlds with less than 30% surface water. world with 50% water would give 65% 98

Plains/Steppe: place for mining. But there's high Low, flat expanses. Not as dry as background radiation, frequent desert/barren. May have abundant rivers volcanoes and earthquakes, and extra and lakes, moist soil, etc. Common on heat (due to internal radioactivity). worlds with 30% to 60% water surface; There's not likely to be much also found in the centre of large atmosphere, but the strong magnetic continents, or behind mountain ranges, field helps to retain any atmosphere on wetter worlds. Plant life, if any, is captured (perhaps from comets), diverts characterized by grasses, low shrubs and solar radiation, and provides a colorful bushes, and tough weeds. aurora. Example: none in the Solar System. There are reasons to believe that Forest/Jungle: planet-sized bodies this dense are very These only exist if vegetable life does. rare; a world of solid iron would have a Can range from lightly wooded areas to density of 8. densely packed forests and jungles. 11-30 High-Iron (Density 6.1 to 7): As Usually abundant near rivers, lakes and above, but less so: a breathable other bodies of water. Common on Cool atmosphere is likelier. Composition is or warmer worlds with more than 40% essentially earthlike, but with more water surface. Hostile Terrestrial forests metal. Example: none in the Solar might be some other form of immobile System. alien life, or even forests of crystal, 31-60 Medium-Iron (Density 4.6 to 6): minerals, etc. Even more rock and less iron. Examples: Earth (5.5), Venus (5.2). Marsh/Swamp: 61-80 Low-Iron (Density 3.1 to 4.5): Low, wet areas, often near large bodies Density significantly lower than Earth's. of water and almost always including Metals are rare — high-tech civilization areas of surface water themselves. Mud, based on abundance of metals cannot quicksand and very moist ground are develop. With less interior heat, the abundant. If vegetation exists, lush water climate will be cooler than might plants and other life forms are common. otherwise be expected. Volcanoes are Likely if surface water is over 90% and rare. The magnetic field is weaker, so the world is Cool or wanner; very likely the world is less protected from outside if the world is Tropical or warmer. radiation. Examples: Mars (4.0), Luna (3.3). Step 8a: Density 81-90 Silicate (Density 1.3 to 3): A A planet's density is governed by its very low-density world. Metals are very composition — the material of which it rare — any civilization will have to use is made. A large world may have a low-density ores (such as aluminium), a relatively low gravity if it is made up of major obstacle to development of a high- light substances; a small world may have tech native culture. Volcanoes are rare, a higher-than-expected gravity if its as are earthquakes. There is almost no density is high. The composition types, interior heat, and the weak magnetic from heaviest (densest) to lightest, are: field lets harmful radiation reach the 01-10 Metallic (Density 7.1 and up): surface. Examples: Pluto (1.5?), the Mostly silicates (rock), but metals and Jovian and Saturnian moons. rare elements are plentiful — a great 99

91-00 Gas Giant (Density .6 to 2.5): An have ice, though it will not be on the accumulation of frozen gases, surface. If Hostile Terrestrial worlds and uninhabitable by humanoid races. Some Greenhouse worlds with Superdense gas giants have a central "rockball" core, atmospheres have any liquid at all, it will which will never be seen unless the likely be methane, ammonia or sulphuric planet is boiled away by a nova. Others acid. Worlds with Exotic or Corrosive may have a core of solid (metallic) atmospheres will have a liquid hydrogen. Examples: Saturn (.7), appropriate to their atmospheric Neptune (2.3). composition and orbital positions Gas giants have no liquid water; there will be 8b: Resources solid water on the surface and possibly Some planets become important because traces of water in the atmosphere. of their mineral resources; others are crippled for lack of a resource. Step 9: Satellites Roll D100 to determine how many Roll D100 to determine what percentage moons; on 1-50 None, on 51-00 roll on of each element from the periodic table the table below. is present on the planet, using the Planet Size Amount of moons following modifiers; Small D4 -2 +40 for Metallic composition Medium D6 -10 if surface water is at least 90% Large D12 -30 for diamonds, emeralds, rubies, Small Gas Giant D20 sapphires, industrial silicon and so on Medium Gas Giant 5D10 +20 for High-Iron composition Large Gas Giant D100 +10 if surface water is 30% or less +10 for industrial metals such as iron, Step 10: Life tin, copper, zinc, and so on 1. Population Numbers -10 for Low-Iron composition 01-20 Lifeless, No indigenous life -20 for radioactives such as uranium, forms at all. radium, thorium and so on 21-30 Barren, No indigenous life forms -20 for rare, special minerals,, or unusual except for microbial proto cells. elements or compounds not normally 31-50 Unpopulated, No intelligent life found on other worlds forms, plenty of plant and/or animal life -30 for Silicate composition forms. -10 for for heavy metals such as gold, 51-60 Lightly populated, beginnings of silver, platinum, cobalt and so on civilization, D20 x 10,000. +30 for light metals such as sodium, 61-65 Moderately populated, D20 x aluminium, lithium and so on 100,000. 66-75 Heavily populated, D20 x On Ice worlds, metallic, iron or silicate 1,000,000. worlds in outer orbits will be almost 76-85 Densely populated, D20 x totally covered with "ice," which may 10,000,000. include many compounds other than 86-95 Massively populated, D20 x water. Oxygen, nitrogen and other 100,000,000. "atmospheric" gases will be frozen out 96-00 Incredibly populated, D20 x on very cold planets. Asteroids may 1,000,000,000. 100

2. Lifeforms 39 Half Elf There are two ways you could do this. 40 Half Giant The first way is to choose or roll from 41 Half Orc among the already existing races in the 42 Halfling Furchin Realms. The second way is to create 43 Halfling Hobbit your own new race. 44 Halfling Kender 45 Hoarfrost 1. Existing Races 46 Hobgoblin 01 Aarakorra 47-65 Human 02 Anpur 66 Illithid 03 Armand 67 Imp 04 Asherati 58 Kai Lin 05 Beastmen 69 Kalashtar 06 Beholder 70 Kobold 07 Belgoi 71 Kyrie 08 Bhuka 72 Medusa 09 Centaur 73 Mer 10 Changeling 74 Minotaur 11 Draconian Aurak 75 Mul 12 Draconian Baaz 76 Norse 13 Draconian Bozak 77 Ogre 14 Draconian Kopak 78 Ogre Irda 15 Draconian Sivak 79 Orc 16 Dracotaur 80 Orcling 17 Dragon 81 Pahari 18 Dwarf Aghar 82 Pixie 19 Dwarf Derro 83 Pterran 20 Dwarf Dvergar 84 Rakshasa 21 Dwarf Gunbadthane 85 Reaper 22 Dwarf Hylar 86 Sahuagin 23 Dwarf Karakthane 87 Shib-thahn 24 Dwarf Neidar 88 Shifter 25 Dwarf Thorbathane 89 Shulassakar 26 Elf Avariel 90 Sphenoi 27 Elf Dargonesti 91 Stagon 28 Elf Dimernesti 92 Thanoi 29 Elf Drow 93 Thrikeen 30 Elf Kagonesti 94 Tiefling 31 Elf Qualinesti 95 Troll 32 Elf Silvanesti 96 Uldra 33 Elf Tundranesti 97 Ursoi 34 Fairy 98 Vermin 35 Fomorian 99 Warforged 36 Genasi 00 Yuan-ti 37 Gnome 38 Goblin 101

2. Creating your own Race 33-34 Sub-spatial Node; Species For really weird aliens, try rolling on this consisting of a warp complex in table twice to find some combinations. Space/time, such as living wormholes. This table was created entirely by AJ 35-36 Reptilian; Cold blooded, Pickett. primitive reptiles. Step 1: Type 37-38 Gestalt; Single thought identity 01-02 Amoeboid; Species with a body formed from all individuals of a species. form that has no consistent shape. 39-40 Lipoid; Species consisting 03-04 Organic Polymeroid; Species primarily of complex organic oils and formed out of large molecular chains fats. (plastics). 41-42 Resonate; Pure energy life form 05-06 Marsupial; Mammal species (Non material). which possesses a pouch with which 43-44 Plasmadic; Gaseous species. they foster their undeveloped young. 45-46 Precipitate; Species existing as a 07-08 Depositic Amalgamate; by product (usually organic chemistry) Species consisting of collected of another organism. substances or primitive organisms. 47-48 Actinoid; Species with a 09-10 Fungoid; Plant species that does radioactive body chemistry. not require photosynthesis, feeding on 49-50 Cephalopod; Species with limbs (usually) organic matter instead. directly attached to the head (like an 11-12 Sporoid; Reproductive parts of a Octopus). larger organism, spores. 51-52 Herbaceous; Plant like species. 13-14 Osmodic membrane; Species 53-54 Microbial; Microscopic consisting of layered films, usually organisms. attached to another organism or solid 55-56 Insectoid; Exoskeleton, surface. bodywide respiratory system, segmented 15-16 Saurian; Warm blooded, body parts. advanced reptiles (dinosaurs). 57-58 Amphipod; Species similar to a 17-18 Photonic Node; Living light. crustacean. 19-20 Algoid; Species consisting of a 59-60 Endomorphic; Species that lives form of water vegetation (sea weed). inside another species. 21-22 Synthetic; Artificial life form. 61-62 Baloonoid; Species consisting 23-24 Mammalian; Warm blooded largely of a gas filled spherical species which bears live young and membrane. nourishes them with milk secretion. 63-64 Amorphic; A shapeless species 25-26 Planktonic; Species inhabiting a (no set body structure). liquid medium with no contact with 65-66 Crystalloid; Species composed of solids required. crystalline substances (may or may not 27-28 Saprophyte; Plant species that be fully solidified). feeds off other living organisms. 67-68 Amalgamate; Integrated life 29-30 Malacoid; Species similar to a forms, usually cybernetic, but including mollusk (including snails, oysters, cuttle- co-operative organisms. fish, etc). 69-70 Recombinate Form; Species that 31-32 Ecoform; Species that is the is the end product of a massive mutation combined sum of an entire ecosystem of process in another organism. lesser species. 102

71-72 Bicephaloid; Species with two of some kind, maybe it augments the heads (may also have two separate host, or is highly cultural or addictive? minds). 05-06 Dome Shaped; like a crab, with 73-74 Arthropod; Species possessing a it's body flatter underneath and rounder jointed body and limbs. on top. Limbs are arranged around it. 75-76 Mineraloid; Species composed of 07-08 Double Headed; 2 heads on 1 inorganic minerals (may or may not be torso. fully solidified). 09-10 Doughnut Shaped; -1 to hit due 77-78 Alkaloid; Species with a nitrogen to their being no main body to aim at. body chemistry. 01-12 Elastic Bones; Only takes half 79-80 Exomorphic; Species that exists damage from any kinetic attacks (falls, attached to another species. punches, explosions, etc). 81-82 Arachnoid; Spider-like, 13-14 Emits Vapours; Identical to the predatory species. Minor Power of Fart Expulsion. 83-84 Ornithoid; Bird like species, 15-16 Extra limbs; D4, D6, D8, D10, adapted to flight. D12 or D20 extra arms, legs or heads or 85-86 Ichypoid; Fish like species, a mixture of each. adapted to respirate and live in a liquid 17 Fat; life form appears medium. overweight, however it may be pure 87-88 Amphibian; Species that lives muscle. both on land and in water. 18-19 Featureless; a totally blank face 89-90 Aliped; Wing footed mammal and body. No eyes, ears, nipples, etc. species, such as a Bats. This life form's senses must work in a 91-92 Isomeroid; Species which totally different manner to the norm. consists of only one element (and This skin is also totally smooth. alternate forms of it). 20-21 Flat Billed; platypus type beak. 93-94 Silicoid; Species composed 22-23 Frilled; lizard type vane around mainly of Silicon compounds. the neck. 95-96 Chromodic; Species which 24-25 Headless; Sensory organs are evolved in the outer atmosphere of a located on the main torso. planet or star. 26-28 Horned; Up to D4 horns on head 97-98 Benthoid; Species which evolved which do D6 damage each. on a deep ocean bottom. 29 Hourglass Shaped; unusual body 99-00 Exobiotic; Species that has shape. evolved and lives in space. 30 Huge Jaw; neck length. 31 Jointed Spines; The creature has Step 2: Species Traits long spines (sturdy) with joints like There's no set number of times to roll on knees or elbows it can bend and feel like this table, but at least four is limbs/fingers. The spines may be used as recommended. This table was created by locomotion or for display. myself and AJ Pickett. 32-33 Large Eared; enhanced hearing 01-02 Armour Plated; Double the identical to the Minor Power. normal HPs with an AC of 6. 33-34 Large Eyed; +10% better sight. 03-04 Covered in fungus; Symbiotic or 35-36 Large Nostrils; smell +10% pathogenic? The fungus may provide better. camouflage, protection or nourishment 103

37-38 Long Limbed; arms reach down 69-70 Slit Featured; has slits instead of to the knees or even ankles. eyes, ears, nose and mouth. 39 Lumpy; over most of skin. 71-72 Spined; like a porcupine. Length, 40-42 Mandibles; like an insect with a shape, colour, hardness and function STR equal to double your normal (possibly venomous) is left up to the attribute. GM. 43-44 Mottled; Multiple coloured 73 Split Body; 2 torsos on top of 1 hide/skin/surface, probably a method to set of legs. conceal or stand out on their home 74 Stalk faced; like a snail. environment, such an appearance on 75-76 Striped; like a zebra. earth can be found on coral fish, moths, 77-79 Sturdy Quadroped; walks around lizards, other insects, etc. Add prowl on all fours. bonuses if applicable, otherwise the 80-81 Suckers; same as the adhesion creature may stand out because it is Minor Power. They can be located on highly toxic or just mimics a another the fingers, chest or wherever else nasty critter. desired. 45-47 Multiple Mouths; Up to D6 extra 82-83 Tail; Either thin but strong like a mouths located on various parts of the monkey's allowing the life form to lift body. his own body weight using it, or a thick 48 Pear Shaped; unusual body and powerful bludgeoning weapon. shape. 84-85 Tentacles; Finger or arm. 49-50 Prehensile Limbed; can use legs 86-87 Tough Skinned; natural AC 6. and toes for the same purpose as arms 88-89 Transparent Body; Can see right and fingers. through the life form's body. Note he is 51-52 Reflective Hide; All energy not totally invisible as his outline can be attacks bounce off. made out. 53-54 Retractable Claws; Up to D4 90-91 Transparent Skin; Can see the inches long. muscle tissue and veins beneath the life 55-56 Retractable Tongue; With a form's skin. length equal to own height. 92 Twitchy; shakes a lot. 57 Rough Skinned; course like a 93-94 Unusual Skin Colour; Pick one, shark. whatever colour you like. Or perhaps a 58-59 Round Backed; the creature has a combination of various colours. very curved spine/back, giving it a 95-96 Unusual Sensory Organs; hunched and stooped stance. Very Identical to one of the Minor Power strong, bracing musculature. +2 STR. senses. This may include Hearing, 60 Segmented; like a centipede. Smell, or one of the Vision powers. 61-62 Serpentine Scaled; D100% of 97 Veined Skin; skin is semi body is covered in scales. transparent with arteries and veins 63-64 Sharp Teeth; +D4 damage. clearly showing through. 65-66 Skinny; practically anorexic. -2 98 Webbed; between its fingers or STR, +4 MR due to lighter frame. toes or both. 67-68 Slimy; very difficult to catch or 99-00 Wings; Identical to the Minor hold on to due to his slippery skin. +2 Power of Winged Flight. evade, +3 roll.

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Step 3: Feeding Habits Take dead meat when it becomes First roll to determine type, then roll available often waiting patiently for all again within its own section; other threats to disperse before 01-25 Carnivore beginning. 26-50 Herbivore 51-00 Hijacker 51-75 Omnivore Establish their claim to food simply by 76-00 Scavenger taking it, relying on superior strength.

Carnivore Step 4: Size 01-20 Chaser How tall/long is each species? Kill their prey after chasing it to the 01-05 1ft +D10 inches ground. 06-10 2ft +D10 inches 21-40 Killer 11-15 3ft +D10 inches Raw instinct of killing for its own sake. 16-20 4ft +D10 inches 41-60 Pouncer 21-40 5ft +D10 inches Kill prey by attacking from hiding or by 41-60 6ft +D10 inches stalking and springing, will flee if 61-70 7ft +D10 inches surprised. 71-80 8ft +D10 inches 61-80 Siren 81-85 9ft +D10 inches Creates a lure to draw a prey to its trap. 86-90 10ft +D10 inches 81-00 Trapper 91-95 11ft +D10 inches Passively allow their prey to enter a 96-00 12ft +D10 inches created trap wherein they are killed and then eaten. Step 5: Attribute Notes Considerations for determining Physical Herbivore and Mental Attributes are wide open to 01-50 Grazer variation, but some reasonable estimates Devote most of their time to eating with should be easy to guess after the entire their primary defense being flight. environmental and behavioural 51-00 Intermittent backgrounds have been rolled. Generally Don’t eat full time and usually freeze mental attributes are based around when an encounter occurs, then flee if technology, culture and adaptability. attacked. Physical attributes are based around form, local gravity, size, environment Omnivore and behavioural adaptations. A 01-33 Eater predatory species is most likely to be Eats anything and everything making no strong and fast, but may not have a high distinction. endurance; bursts of activity followed by 34-66 Gatherer long periods of inactivity are common. Tend to eat more unresisting food. A relatively aggressive and 67-00 Hunter uncooperative species may be Similar to Chasers. technologically advanced due to high individual intelligence, and likewise, a Scavenger relatively stupid species can achieve 01-50 Carrion Eater great technological progress just through lots of cooperation. 105

Step 6: Culture 10-12 Bankocracy Determine the attitude of the majority of A system of governance with excessive the species. power or influence of banks and other 01-10 Passive financial authorities on public policy- Completely free of violence and evil. making. It can also refer to a form of 11-20 Enlightened government where financial institutions Truly kind race with little violence or rule society. hatefulness. 13-15 Bureaucracy 21-35 Benevolent A system of governance with many More tolerant than standard but still with bureaus, administrators, and petty some violence. officials. 36-55 Standard 16-18 Communism Diversified mix of kind and evil people. A socialist system in which the means of 56-70 Paranoid production are commonly owned (either Diversified mix leaning more to evil and by the people directly, through the selfishness. commune, or by a communist state or 71-85 Xenophobic society), and production is undertaken Fearful of others, harsh but still some for use, rather than for profit. redeeming features. Communist society is thus, in theory, 86-95 Hostile stateless, classless, moneyless, and Intolerant and aggressive, held in check democratic — it is usually regarded as by strong social customs. the "final form" of a socialist or 96-00 Malevolent anarchist society. Truly malicious race with no redeeming 19-21 Corporatocracy qualities at all. A system of governance where an economic and political system is Step 7: Government controlled by corporations or corporate Determine how the species’ society is interests. ruled. 22-24 Bureaucracy 01-03 None Government by agencies. There is no form of government at all. 25-28 Colony/ Captive Government 04-06 Anarchy Government by a leadership answerable There is no individual ownership with to an outside group. everything provided by the governing 29-32 Corporation body and elected area council members Government by company managerial serving on a super council. elite, citizens are company employees. 07-09 Banana Republic 33-36 Democracy A politically unstable and kleptocratic Government by advice and consent of government that economically depends the public whether elected council or upon the exports of a limited resource large government. (fruits, minerals), and usually features a 37-40 Dictatorship society composed of stratified social Government by a single leader. classes, such as a great, impoverished 41-44 Feudal Technocracy ergatocracy and a ruling plutocracy, Government by specific individuals for composed of the aristocracy of business, those who agree to be ruled. politics, and the military. Relationships are based on the 106 performance of technical activities framework may be decentralized and which are mutually beneficial. self-managed in autonomous economic 45-48 Hive units, as in libertarian systems, or Government by a group mind with a centrally planned, as in authoritarian single ruler working towards the systems. Public services such as betterment of the entire hive. healthcare and education would be 49-52 Magocracy commonly, collectively, and/or state Government with the highest and main owned. authority being either a magician, sage, 85-88 Technocracy sorcerer, wizard or witch. This is often Government by the educated or technical similar to a theocratic structured regime experts; a system of governance where and is of course only available on a people who are skilled or proficient magical world. govern in their respective areas of 53-56 Matriarchy/ Patriarchy expertise in technology would be in Society ruled predominantly by women control of all decision making. Doctors, (matriarchy) or men (patriarchy). engineers, scientists, professionals and 57-60 Military Dictatorship technologists who have knowledge, Government by military council which expertise, or skills would compose the has little regard for its citizenry. governing body instead of politicians, 61-64 Monarchy businessmen and economists. In a Government by royal family, must be technocracy, decision makers would be born into the position. selected based upon how knowledgeable 65-68 Nepotocracy and skillful they are in their field. Favouritism granted to relatives 89-92 Totalitarianism regardless of merit; a system of Government by a minority which governance in which importance is given maintains absolute control through to the relatives of those already in coercion and oppression. power, like a nephew (where the word 93-96 Tribalism comes from). In such governments even A system based on a small complex if the relatives aren't qualified they are society of varying degrees of given positions of authority just because centralisation that is led by an individual they know someone who already has known as a chief. authority. 97-00 Unocracy 69-72 Oligarchy Ruled by a singularity of all human Government by restricted minority with minds connected via some form of little or no input from the public. technical or non-technical telepathy 73-76 Religious Autocracy acting as a form of super computer to Government by a single religious make decisions based on shared dictator. patterned experiences to deliver fair and 77-80 Theocracy accurate decisions to problems as they Government by a religious minority arrive. Also known as the "Hive Mind" which has little regard for its citizenry. principle, it differs from voting in that 81-84 Socialism each person would make a decision A system in which workers, while in the "hive" the synapses of all democratically and/or socially own the minds work together following a longer means of production. The economic 107 path of memories to make "one" dogsleds; dugout canoes. Wooden and decision. stone weapons; primitive shields; hides for armour. Human muscle power; dogs. Step 8: Law First aid; herbal remedies; primitive Determine how rigid the society is. agriculture. 01-09 None 09-16 Tech 1 No prohibitions. Bronze Age; Arithmetic, writing. Bare 10-17 Low horseback; the wheel (and chariots); Prohibition of machine guns, automatic ship-building; sails. Bronze weapons and rifles, explosives and poison gas. armour. Donkeys; oxen; ponies. Surgery; 18-25 Low animal husbandry; fermentation. The Prohibition of above + shotguns. plough, papyrus, sundials, the month 26-33 Low (lunar cycle defined mathematically), Prohibition of above + pistols. potter's wheel, kilns, tanned hides 34-42 Moderate (boiled or dried leather), woodcutting for Prohibition of above all firearms. fires, composite bow, sickle with curved 43-55 Moderate handle, file, plane (wood-working), Prohibition of above + blade weapons. abacus, balance for weighing and 56-64 Moderate measuring, ladder, trumpet (from animal Prohibition of above inside homes as horns), ships built from planks, early collections. siege weapons (rams and picks). 65-70 High Wheelblades, bulldozer blades and Rigid control of civilian movement. ploughs for vehicles. 71-78 High 17-24 Tech 2 Unrestricted invasion of privacy. Iron Age; Geometry, scrolls. Saddle; 79-85 High roads; triremes. Iron weapons; iron Paramilitary law enforcement. armour (including mail); siege engines. 86-89 Extreme Horses; water wheels. Bleeding the sick; True police state. chemical remedies. Keystone arch, 90-93 Extreme horseback with a saddle, ocean going All facets of life rigidly controlled. galleys, shields, scale armour, power 94-97 Extreme from windmills, bleeding the sick, Severe punishment for petty infractions. chemical remedies. Crop rotation, iron 98-00 Extreme ploughshare (the blade of the plough), Totally oppressive and restrictive. heated rooms (heat pumped under tile floor), large-scale glassblowing, Step 9: Technology irrigation, water clocks, codex (early Determine how technologically books), scrolls, rotary locks, heavy developed the society is. It is also cavalry, wheelbarrow, bellows, bridle possible for more advanced societies to and bit, saddle, spurs, soap, weapons: have a mix of tech levels between for pike, trident, mace, broadsword, instance weapons, spaceships and shortsword, scythe, crossbow, metal medicine. harpoon, lasso, ballista. 01-08 Tech 0 25-32 Tech 3 Stone Age; Cave dwellings. Counting, Medieval; Algebra, books. Stirrups; oral tradition, fire, sewing . Skis; ocean going sailing ships (longships, 108 round ships, etc.). Steel weapons; early submarines; aircraft. Smokeless powder; firearms; plate armour; castles. Heavy automatic weapons; tanks; combat horses and horse-collars; windmills. aircraft. Steam turbines; internal Crude prosthetics; anatomical science. combustion; alternating current; Steel weapons, mathematics with zero, hydroelectricity. Antibiotics; blood transportation on horseback with a typing and safe transfusions; heredity; saddle and stirrups, sailing ships, lances, biochemistry. Radio, battleships, tanks, flails, crossbows, plate and chain mail, machine-guns, fighter aircraft, fission castles, power from horses with horse- bombs (A-bombs), flak jackets, collars, amputations and crude hydroelectric power, alternating current, prosthetics. major surgery, antibiotics. Helicopter 33-40 Tech 4 drivetrain, tracked drivetrain, liquid fuel Age of sail; Calculus. Stagecoach; three- rocket, helium airships and manned masted sailing ships; precise navigation. balloons, weapon bays (in aircraft), Muskets and pikes; horse artillery; naval radar, sonar, bombsight, airlock, diesel broadsides. Improved windmills; belt engine. drives; clockwork. Optical microscope 61-70 Tech 7 makes cells visible. Gunpowder, Nuclear Age; Mainframe computers, printing, transportation from fully-rigged television. Nuclear submarines; jet ships, hot-air balloons, black-powder aircraft; helicopters; manned space muskets, cannon, sailing warships. Dress flight. Ballistic body armour; guided smallsword, fencing sabre, rapier, munitions; combat jets; nuclear cavalry sabre, buff coat (long leather weapons. Gas turbines; fission; solar coat worn by musketeers), amputations, power. Discovery of DNA; organ bonesetting, cauterizing wounds, opium transplants; pacemakers. Nuclear energy, as a medical painkiller, basket hilt. computers, lasers, rockets, jet aircraft, 41-50 Tech 5 space shuttles, mag-lev monorails, Industrial Revolution; Mechanical hovercraft, nuclear missiles (H-bombs), calculators, telegraph. Steam atomic submarines, Kevlar, fission and locomotives; steamboats; early hot fusion power (nuclear power plants), submersibles; balloons and early solar power, organ transplants. Ablative airships. Early repeating small arms; armour, composite armour, laminate rifled cannon; ironclads. Steam engines; armour, improved suspension for ground direct current; batteries. Germ theory of vehicles, variable sweep wings for disease; safe anaesthetics; vaccines. aircraft, aircraft with controlled Mass production, steam power, instability designs, improved brakes, all- telegraph, transportation by steam ship, wheel steering, roll stabilizers for water railroads, zeppelins, ironclad warships, vehicles, leg drivetrain, magnetic dynamite, repeating handguns, direct levitation vehicles, orion engine (space current power, germ theory of disease. drive using nuclear explosion for Steam engine, earliest internal- propulsion), ornithopter drivetrain combustion engine. (aircraft with mechanical flapping 51-60 Tech 6 wings), ducted propellers for water Mechanized Age; Electric calculators, vehicles, ducted fans for aircraft, tilt telephone, radio. Automobiles; rotors, afterburners. continental railways; ocean liners; 71-80 Tech 8 109

Digital Age; Personal computers, global tanks, personal force screens, full networks. Satellite navigation; SSTO panimmunity, regeneration of limbs and ("single stage to orbit") spacecraft. organs. Compact particle-beam Smartguns; blinding lasers; unmanned weapons; defensive nanites. Portable combat vehicles. Fuel cells; advanced fusion power. Living machines; cellular batteries. Genetically modified regeneration. Faster-than-light space organisms; gene therapy; cloning. travel, sentient computers, space yachts, Slower-than-light space travel, fusion genius bombs, flamers, particle-beam power, bionic implants, ballistic blasters, stunner weapons, cold airliners, turbofans, ramjets, turbo- fusion/electric power, panimmunity, ramjets, cybertanks, orbital lasers, braintapes, complex implants, suspended combat armour and battlesuits, gauss animation, automedic. Blaster pistol, needlers, fission/electric power, orbital- blaster rifle, electrolaser, electrolaser collected solar power, plastiskin. rifle, hand flamer, plasma rifle, tripod 81-90 Tech 9 flamer, holdout laser, survival laser, Microtech Age; , monowire blade, monowire whip, nanotechnology, real time virtuality, gatling laser, gauss SMG, gauss battle lightsails (space drives that use light for rifle, sonic stinger, stunner (beam propulsion). Robot cars; space elevators; weapon), stun rifle, screamer (beam fast manned interplanetary space flight. weapon), M-LAW (missile launcher). Electrolasers; heavy laser weapons; Stellar Power, Tachyon battlesuits; combat ; designer Communications, Molecutronics (living viruses. Micro fuel cells; deuterium- circuits), true Biotech, Teleportation. hydrogen fusion; high-temperature 96-98 Tech 11 superconductors. Human genetic Diamond Age; Contragravity, grav engineering; tissue engineering; artificial compensators, personal flying belts, grav wombs; cybernetic implants. Force tanks, personal force screens, full screens, tractor beams, fast FTL radio, panimmunity, regeneration of limbs and personal force shield, antimatter organs. Gamma-ray lasers; "living missiles, sensa-skin. Gravgun, paralysis metal" armour; black-hole bombs. pistol, reactionless thruster, cannibal Portable antimatter power. Full nanokits, translation program for robots, metamorphosis; regeneration. Antimatter bioplastic nanomorphs, disassembler power, artificial gravity, slow FTL radio, (nanobot cloud that breaks down matter). nerve pistols, superheavy combat Gauss guns; nanotech armour; armour, disruption beams. Bioplas sails nanoviruses. Impulse space drive. Fusion for water vehicles, fusion air-ram (jet Power, Optionics (holography), engine), hyperdrive, gatling x-laser Molecular Data, Gauss/Rail, Gravitic vehicle gun, x-ray laser cannon, neutrino Control, Stealth Fields, Particle/Plasma, communicator, sentient computer, neural Spaceship Ion Protolight Drive. interface vehicle control: socket 91-95 Tech 10 interface and neural induction field, Robotic Age; warp drive, antimatter artificial gravity unit (generates a gravity bombs. Helium-3 fusion; antimatter. field inside or on top of vehicle in Brain transplants; uploading; bioroids; space), bioconvertor power plants uplifted animals. Contragravity, grav (herbivore, carnivore, omnivore, compensators, personal flying belts, grav vampire). Full terraforming of planets, 110 planetary missiles, "pocket" antimatter. to profess belief in religious systems and Construction of ringworlds. concepts, including spiritual agencies 99-00 Tech 12 (higher being or beings) and mythic Enlightened Age; Phase Gate (dimension regions (such as a spirit world or an crossing), Spaceship Intergalactic Jump afterlife). Atheism, the belief in the Drive. Construction of worlds, perfect nonexistence of the preceding, is also medicine, teleport projector, reality prevalent. No evidence of the truth of stabilizer, parachronic technology (time such beliefs exists, including inspiration, machines). Mobile worlds, dyson communication with the divine, or spheres, tesseract technology. prophecy. Religious rites may be devised, but such rites have no effect. Step 10: Meta Physics Religious communities can form, Is it possible for some life forms in this although individuals often differ greatly world to have meta, psionic or cosmic on the doctrine or tenets of a faith, and powers? Or does life stop evolving at a may develop. certain point? 01-10 Meta Level 0 11-20 Mana Level 1 None. No lifeform has any form of meta Very Low. Magical energies manifest powers. with the presence of magic altering the 11-20 Meta Level 1 outcome of events for good or ill, Very Low. Minor mental powers only causing random outbreaks of good or and less than 1% of any world bad luck. People can, through the use of population has any. symbols, bless or curse each other or 21-50 Meta Level 2 themselves. Omens, spontaneous events Low. All powers are available but at that prefigure good or ill luck, first minor level only. D10% of any world manifest. Rituals to evoke omens are population has any. possible, allowing for fortunetelling. 51-90 Meta Level 3 Fortunetelling can predict the future, Medium. All powers are available and at though only in the most general fashion, any level. 5D10% of any world and doing so is very unreliable. Spiritual population has any. energy is so low that rites take years in 91-00 Meta Level 4 order to get even the slightest effect. High. Cosmic powers are also now Many rituals do not work and those that available. D100% of any world do work are extremely unreliable. There population has any normal powers. is no way to differentiate between the two. As a result, magical knowledge is Step 11: Mana Level heavily entwined with . As per meta powers does Magic exist in At best a magic user can tap into (INT + this world? How common is it? Who can WIS) x1 mana. use it? How much Mana does each person start with? 21-30 Mana Level 2 01-10 Mana Level 0 Low. Rituals can evoke magic (though None. There is no magic but magical unreliably). A body of magical lore can beliefs are possible, including belief in be accumulated, which lore consists of a luck, the symbolic manipulation of luck, collection of recorded rituals. Magical omens, and so forth. Beings may begin spheres can be formalized, and 111 organizations based on a sphere of magic items are possible. Magic users can are possible. Prophecies (predictions of discover the essence of mana; this future events) become available, essence underlies all magic in the although they are often obscure and dimension and is the source of all magic. difficult to interpret; most commonly, Knowledge of the fundamental nature of prophecies are understood only in magic allows magic users to transcend hindsight. Prophesying can simply give the limitations of a sphere. Some can inaccurate or incorrect results as well. share spells freely between different Direct invocation of spheres and can even devise and cast becomes possible, but is extremely spells that use no symbols. Spell unlikely. Even if successful, the effect manipulation becomes possible, will never be a visible and direct allowing magic users to bend the rigid confirmation of divine agency. Enough limits of a spell (e.g. to allow the effect spiritual energies exist to infuse life- to last longer or to make the spell more forms with a permanent essence (a powerful). Manipulating a spell requires “spirit” or “soul”). Such spirits can be extra effort during spellcasting. communicated with. An afterlife Rites may be invoked without a becomes possible, as does reincarnation community of the faithful being present, (depending on the tenets of the religion. as long as the invoker has both faith and Rites become easier to invoke, involving focus. The presence of the faithful can weeks of effort rather than months or aid the effectiveness however. Prayers years. become available but usually require Magic users can tap into (INT + WIS) years of study or training since birth to x2 mana. utilize properly. Powerful effects still require the use of lengthy rites, each of 31-60 Mana Level 3 which can take several days to complete. Medium. Rituals increase in reliability; it Religious symbols can be imbued with is now possible to distinguish real rituals spiritual power as a result of divine from folklore. A deliberate study of agency but not through the will of the symbols is now possible, allowing the community; this power most often learned to guess at what symbols might manifests itself by making the use of evoke a desired effect. Through this spiritual power easier for the faithful. process, they can discover new rituals. Believers can now invoke minor The magical symbology of a sphere can miraculous effects via endowment by a be formulated as a detailed series of deity. Rites are available which can be magical laws; these laws delineate which invoked in a far shorter time- usually in symbols are needed to evoke a given a few hours. Mana is plentiful enough to effect (thus eliminating guesswork). infuse the unliving with magical energy. Reliable rituals are now possible. The Independent action taken by spiritual rudiments of spells and spellcasting are agencies can occur. The community of developed. Specially trained (or faithful may imbue an item or place with talented) individuals can devise and cast spiritual power. Items (swords, spells. Spells allow precise control over talismans) may be imbued with spiritual when, how, and how powerfully a energy that can aid in the performance of magical effect manifests. Divination miracles or that allow an individual to effects are possible. Permanent magical perform a specific task. These items will 112 only work for someone of the same faith realities, and remake them in accordance as those who empowered the object. The with the beliefs of the welder. Physical presence of the divine can manifest itself laws of the dimension may change, on a sporadic basis, appearing as a geological and archaeological evidence separate being or “possessing” a will be altered or eliminated, and the worshipper. Such manifestations are biology of life forms may be temporary and can only occur in the transformed. Some remnants of the presence of believers. Beings whose original form of the dimension may nature is intrinsically spiritual may exist. survive, but these are rare. Accurate Typically, such beings can invoke magic prophecies are available. Both in far easier than others. More accurate precision and clarity, such predictions prophecies are available; differences in are highly dependable. predicted events and eventual outcomes Magic users can tap into (INT + WIS) often lie in mistaken interpretations. x5 mana or higher. Servants of the divine may be empowered with spiritual energy. Such servants can work magic directly, as if they were the divine (e.g., without the 11. building a need for faith or focus checks). Divinely spelljammer powered beings (“angels”, “demons”, Ships powered by spelljamming helms etc.) may exist as physical beings. are capable of flying into not only the Magic users can tap into (INT + WIS) sky but into space. With their own fields x3 mana. of gravity and atmosphere, the ships have open decks and tend not to 61-90 Mana Level 4 resemble the spaceships of science High. Magic is available to everyone fiction, but instead look more like though only some may truly master it. galleons, animals, birds, fish or even Mana is plentiful enough to reduce some more wildly fantastic shapes. lengthy and complex rites down to prayers. Divine invocations become The Spelljammer setting is designed to easier and more available. Divinely allow the usual granted immortality is possible. adventures of Dungeons & Dragons to Permanent portals to mythic regions may take place within the framework of outer exist, created by spiritual agencies. The space tropes. Flying ships travel through divine may now manifest itself directly, the vast expanses of interplanetary but temporarily, as a physical presence. space, visiting moons and planets and Magic users can tap into (INT + WIS) other stellar objects. x4 mana. A wide variety of materials are used in 91-00 Mana Level 5 ship construction, and some are quite Very High. Wish magic becomes an rare and wonderous. The most typical innate ability. Anyone can evoke a wish, are detailed here and used throughout simply by concentrating. The spiritual these rules. For other materials the energies of the dimension are potent GM will need to determine its properites enough to affect its physical structure, and costs. including pocket dimensions or fringe 113

Step One: Select the ship’s nature of space and maneuverability. Their shape and poor steering type and size mechanism layout make the ship rather The form of a spelljamming vessel is its unwieldy, and hard to maneuver. Ships shape and design, and plays a role in with the poor form are usually created how maneuverable the ship is. A ship when the designer of the ship has little designed by a spacefaring shipwright is actual knowledge on what it takes to shaped to work with the way a helm build any kind of ship. They can also be functions, so the ship moves with by clumsy ship modification. helmsman, rather than fighting him. The most common examples of poorly Ships not designed to take advantage of designed ships are those built and used the freedom and three dimensional by gnomes. aspects of space are less maneuverable. Ships can be any size length and Space form ships are designed to take diametre. When designing a ship you advantage of the free and open nature of must ensure that there is adequate life space, to work with the motivational support to handle the number of force of the helm and the steering passengers as well as crew. For every 10 mechanisms used to maneuver. It x10 metres squared of space the ship can is misleading to think that an overall carry 1 passenger. shape is the only factor in space design. The standard spelljammer looks similar The truth is that a good spacefaring to an oceangoing ship, complete with shipwright understands the subtleties sails. requires to make a design work. For example, the whaleship looks far more Type Size (metres) HPs AC bulky than a terrestrial galleon, but is Deathspider 200 1500 0 still considered a space design. This is Galleon 50 750 2 because the designers of the whaleship Hammership 50 700 2 understood the science of spacefaring Manowarship 45 600 2 ship engineering, and used this Squidship 35 550 3 knowledge to make the ship as Waspship 20 450 4 maneuverable as possible for its size. Terrestrial form ships are primarily Type A/DF MR Speed in planet-based ocean-going vessels that Atmosphere have been retrofitted with a helm, which Deathspider 1 1 75kph gives this form its name. Examples Galleon 3 2 150kph include the galleon and the cutter. Hammership 3 3 175kph Manowarship 4 3 200kph Despite the name, though, the terrestrial Squidship 5 4 250kph form can also include non-planet-based Waspship 5 5 300kph ships. It can include space form ships that were altered, ships designed by less experienced shipwrights, or ships that require they be a certain shape. Poor form ships are vessels whose design almost actively defy the free 114

Step Two: Increase Ship Step Three: Hull Material Attributes Every ship has a hull covering, the layer Listed here are how much it costs to buy which covers the Hull into which all each individual point of each attribute. systems are built, this sealed layer also eg. between 1 and 2 A/DF cost 1 point includes the armour of the ship being each, while 3 to 5 cost 2 points each. built. The type of material used can have an effect on mass, hardness, and cost, as AC - this is a rating for the protective well as possibly granting other special value of a vehicle's figured from 10 benefits like the ability to naturally heal (very weak) to 0 or even -10 (the best for biological hulls or immunity to armour which can be attached). The certain weapons. higher the AC the more vulnerable the vehicle is to damage. Armour provides The hull can be considered the skin. It protection by reducing the chance that a provides protection to the crew and vehicle is attacked successfully (and cargo of the ship, both from attacks and suffers damage). Armour does not the elements. absorb damage, it prevents it. Adamant: A/DF - every vehicle has an This is the pure metal form of the hard Acceleration/Deceleration Factor. This is jet-black ferromagnetic ore known as how many hexes or spaces the vehicle adamantite, from which adamantine is can add to or subtract from its speed in made. One of the hardest of the one turn. Vehicles cannot accelerate and commonly known magical metals, pure decelerate on the same turn. 1 space = 2 adamant is capable of slicing through square metres. most other metals as if through air, and appears to be invulnerable to fire and HPs - how many Hit Points the vehicle heat. Complex alchemical treatments are has or much damage it can take before needed to work it. It exhibits some being destroyed. resistance of cold, electricity, acids, and attempts to disintegrate it. When forged MR - each vehicle also has a manoeuvre in an alloy with iron, a very difficult rating. This number signifies how many task, 10% Adamant 90% Iron the times the vehicle can turn during its resulting metal is incredibly strong per move. The vehicle must move forward at unit weight. least 1 space or hex after each turn. Adamantine: Speed - how fast in kilometres per hour Found only in meteorites or asteroids the vehicle can travel at. and the rarest of veins in magical areas, this ultrahard metal is the ultimate Attribute 1 Point 2 Points 3 Points shipbuilding material. Ships whose hull A/DF 1-2 3-5 - or plating is composed of adamantine AC 6 to 3 2 to -3 -4 to -10 gains a natural enhancement bonus to HPs 1-200 201-80 801+ AC -2. MR 1-2 3-5 - Speed 1-200 201- Mach 2+ Mach 1 115

Bone: shields render the wearer more The bones of large creatures, such as vulnerable to electricity attacks, kindori, are often used as ship materials however, either granting any attack by the desperate and poor. Bones are not against the wearer that deals electricity particularly sturdy, but they do work. damage a +2 bonus to attack rolls. Copper-plated steel has the same Bronze: statistics as normal steel. Before the advent of iron and steel, bronze ruled the world. This metal can Coral, Chitin, and Shell: be used in place of steel for both Items made from coral, chitin, or sea weapons and armor. Bronze is non- shells are refined and shaped through ferrous so it doesn’t rust and it is not various alchemical processes. They are corroded by Rust Monsters. Bronze can relatively cheap, but not particularly be used to create any medium or light strong compared to objects constructed armor made entirely of metal or that has of metal. metal components. It protects a creature Coral: Armour made of coral is grown, as well as steel armor does. Bronze not made. Special corals are shaped and armor has the same weight as normal moulded while growing, and then steel armor of its type. harvested and hardened to be worn as armour. Coral armour often has a bizarre Bronzewood: organic look to it. is a special type of wood that can replace Clamshell: Clamshell armour is made by steel in most items. Any item that's connecting together various sized shells normally made of metal is 10% lighter. harvested from giant clams. Light armours can't be made with it, Chitin: Chitin armour is constructed neither can chains or spikechains. Any from the exoskeletons of giant aquatic item that's normally made of metal is vermin, such as giant crabs and lobsters. 10% lighter. Unlike most woods, It is full-body armour. bronzewood can be used instead of metal to fashion heavy armour and weapons— Glasteel: it is somewhat shapeable during This material has the strength and manufacturing, and it keeps a sharp durability of steel while being as edge. Although dense and weighty transparent as glass. Spellcasters and compared to other woods, it is still alchemists, via transmutation, have lighter than steel: Items weigh 10% less developed the ability to give glass the when made from bronzewood rather properties of steel, and steel the than metal. properties of glass. The resulting material is transparent and the colour of Copper plated: the caster’s choice (though is most often Copper-plated objects take half damage colourless), appearing much like clear from acid effects. Armour composed volcanic glass. The weight of the item is primarily of metal that is plated in as normal for an item of that type. This copper confers to its wearer acid material is subject to neither magnetism resistance +1 for light armour, +3 for nor rust. medium armour and shields, and +5 for heavy armour. Copper-plated armour or 116

Gold: Lead: Soft, heavy, yellow, and nearly Heavy, soft, and resistant to magic, lead impervious to tarnish, gold is well- is not used much except as a defence known across the many worlds. By against scrying or teleportation. itself, gold is magically inert, and is Occasionally an alchemist will make an nearly worthless for battle. But nobles essence from it, but not often. Despite like to make ceremonial items from it, endless tales to the contrary, few and there are a few rare monsters which alchemists try to turn lead to gold. Like can only be hurt by golden weapons. iron, lead can be awakened in large quantities. Under some conditions, lead Iron: can extend the duration of spells or Mystically the mirror image of copper in shield them from anti-magical several regards, iron is the metal of environments. offence. Unfortunately, unenchanted iron has some anti-magical properties, its Magnesium: presence especially disturbing faerie Magnesium is a light strong metal, quite spells and illusions. Once magically hard to refine, that can be ignited by awakened (whether through spell or via white hot coals or other hot fires and alchemy), iron loses all anti-magical which burns with an actinic light that qualities. This was the first metal used to should severely annoy demons, undead, make armour and weapons. It has some and other creatures of darkness. drawbacks that caused it to be replaced by steel. However, there are times when Mithral: are fighting a creature that is vulnerable This is a very rare silvery, glistening to this metal, thus a small number of metal that is lighter than iron but just as weapons are still crafted from it. hard. Few ships bother with mithral Although Iron doesn't cost any more because its primary advantage is its than steel, it weighs 25% more and can lightness, and this isn’t that important rust if not carefully maintained. for most ships.

Iron, Meteroic: Orichalcum: This metal is rare at best. It is forged A distinctive red-orange metal, from ore garnered from stars that have orichalcum is heavier than gold and just fallen to ground, or harvested from as soft, though not as malleable. It is the amongst the rocks of space. It suffers fabled metal alloy of Atlantis, used by from the same weight penalty as normal ancient civilizations to construct iron, but doesn't rust and performs much immense cities and technological better in combat. Armour gains a +1 marvels. Extremely desired for its ability bonus. Additionally, objects made of this to store, deflect, absorb and release metal gain a +1 bonus to all saving magical power, some contemporary throws and have the ability to strike sages and metallurgists claim to have creatures which normally require +1 discovered the method of producing it, magical blades to harm them. albeit in very small amounts. Armour and shields fashioned from orichalcum can conduct and capture 117 magical energy without harming the lycanthropy. Unlike gold, silver will wearer. When wearing an orichalcum tarnish readily unless protected, but it armour or shield, the wearer gains spell needs no special preparation for most resistance equal to the character's (INT + magical uses. Awakened, 3 ounces of WIS) x1%. Orichalcum does not rust or silver will grant moderate bonuses to corrode, not even from a rusting grasp divinations and magical wards it is used spell. Like gold and platinum, it is in. A wide selection of alloys can be impervious to corrosion and supports made using silver, many exhibit varying spells very well, though no awakening is degrees of tolerance for magical needed. lightning, a quality the pure metal does not seem to have. While normally Plandanium: reserved for jewellery and monetary Is light, half as heavy as hard steel, yet uses, there are certain creatures which just as strong. More importantly, it is are vulnerable to this metal - especially strangely resistant to magic. An object undead and lycanthropes. Being a softer made of plandanium gains a +4 bonus on metal, it is not preferred for everyday any saving throw made against a magical use. source. Plandanium armour weighs half as much as other armours of its type, and Soarwood: is treated as one category lighter than Lightweight wood used for building normal for the purposes of movement airships. Soarwood possesses a magical and other limitations (light armour is still buoyancy. Ships made from soarwood treated as light armour, though). The skim effortlessly over the surface of the wearer gains a +2 resistance bonus on all water. The speed of a boat or ship made saving throws against spells and spell- from soarwood is double that of an like abilities. A plandanium shield does equivalent boat made from ordinary not add a resistance bonus to saving wood, and the cost is four times normal. throws or reduce spell failure but it adds Soarwood has the same physical a +2 deflection bonus from spells and characteristics as normal wood, but spell-like abilities that require a ranged weighs only 75% as much. Soarwood touch attack. itself is light, but not lighter than air.

Platinum: Steel: Strong, nearly immune to acids, and This is the standard in most areas of the silvery, platinum is used in small planes when it comes to weapons and amounts in a wide variety of magics, armour. While there may be many being the sole mundane metal which is a different colours and textures depending better magical activator and supporter of the Plane of origin, one steel is much the spells than gold is. Like gold and silver, same as the other. All standard stats of platinum should be awakened to utilize it armour and weapons reflects the fact that to the fullest extent. they are made out of steel.

Silver: Stone: The metal of the moon, silver is well- This is some form of durable stone, such known for being able to ignore lunar- as granite or marble, often mined from based defensive powers such as those of asteroids. 118

Tin: Material Hit Points Not a very good metal for most magic, Bone, Chitin, Coral, 10 x ship size tin's primary use is in making household Wood, Soarwood, (total metres) objects. Magnesium, Gold, Copper, Shell, Tin, Wood: Lead, Platinum, This is normal terrestrial wood, typically Silver, Stone a hardier variety such as oak. Bronze, Iron 20 x ship size Iron Wood: Iron wood is normal wood (total metres) that has been treated with iron wood Orichalum, Steel 30 x ship size solution, which is an alchemical (total metres) concoction. Normal wood can be treated Bronzewood 40 x ship size with iron wood solution after a ship is (total metres) built, and so is a popular upgrade. Plandanium 50 x ship size (total metres) Cost of normal material per ton Meteoric Iron 60 x ship size Bone 1 gp (total metres) Bronze 6 gp Glasteel 70 x ship size Chitin 1 gp (total metres) Copper 5 gp Mithral 80 x ship Coral 1 gp size Gold 50 gp (total metres) Iron 1 gp Adamant 85 x ship size Iron, Meteoric 150 gp (total metres) Lead 1 gp Adamantine 90 x ship size Magnesium 5 gp (total metres) Platinum 500 Sea Shell 1 gp Silver 5 gp Step Four: Propulsion Steel 5 gp Spelljammers can move in all three Stone 1 gp dimensions in space and in the Tin 12 gp atmosphere, with or without the aid of Wood 2 gp the wind. Unlike most flying creatures, they do not rely on wings for lift thanks Cost of magical material per kg to their soarwood hulls. They are able to Adamant 2000 gp fly equally well on their sides or even Adamantine 3000 gp upside down (notwithstanding the risks Bronzewood 1000 gp that such manoeuvres present to Glasteel 500 gp passengers and crew). A spelljammer Mithril 5000 gp must have a sail in order to manoeuvre. Orichalcum 4000 gp Helms and sails will be connected to the Plandanium 5000 gp ship's wheel. Soarwood 1500 gp Helms 119

The helm must be securely bolted to a outside of the ship as if standing on the spelljammer that is in reasonably good aft deck. shape. If the helm is currently inactive it To recharge, when activated, the helm takes one hour to activate it. This is will draw all magical energy out of the called powering up. During this time the person linked to the helm. Only pilot must remain in physical contact spellcasters hold any appreciable with the helm and maintain full quantity of magic within themselves. concentration. The pilot can not use the This draining takes mere seconds, and helm to move the ship until it is fully once started it cannot be stopped; the activated. Once activated, as long as the spellcaster cannot withhold any energy pilot is on the skyship he can control the from the helm. The helm is charged for 1 ship with no need to keep in physical day per level of the spellcaster. If the contact with the helm. A pilot may caster has already used magic that day, disengage from the helm at will at any before charging the helm, figure their time. effective level normally.

A helm doesn’t loose all of its power the Helm Beamed Mana moment it is disengaged. As soon as it is This functions like a mana engine except disengaged it stops moving and floats in it involves beaming mana using a place. It then takes an hour before it transmitter from a mana station to a becomes fully inactive. During this time, receiver. It is generally used to allow a the ship will slowly descend to the vehicle that lacks power to receive ground. If the pilot becomes unconscious power from a larger, stationary ground or for some other reason is unable to station. A beamed mana receiver provide the minimum concentration functions like a power plant as long as it required to control the ship, it will is receiving mana from a beamed continue at its current speed and transmitter. If a more powerful beam is direction. used than the receiver can handle, it will be destroyed, and the vehicle housing it The functions of a helm are controlled will take damage. by sitting upon the helm and mentally linking with it. Being a spellcaster is not Helm Bio Converter required; the only requirement is that the This form of helm is a bio-mechanical helmsman be corporeal and have machine living inside the vehicle, eating something resembling a soul. Thus a food and producing bioelectrical or human, elf or vampire could pilot the mechanical energy. It generates energy ship, but a or zombie could not. using food and atmospheric oxygen, and Linking is simply a matter of sitting on a have a “mouth” into which water and helm and a few seconds of food (anything biological) must be concentration. Once linked the placed. helmsman can use any of the functions of the helm. These functions are: Helm Elemental Furnace This form of helm is a magical steam The helmsman is always aware of engine using bound fire and air (for exactly how much power the helm has combustion) elementals. An elemental remaining. The helmsman can view the furnace functions like a steam engine, 120 except that it can be built by any around the neck of the monster secured blacksmith working with a mage and by a flexible throat harness. A harness requires no fuel. has no volume, so location is irrelevant. It connects the vehicle’s body with the Helm Mana Engine monsters. The harness has no volume or This is the most common form of helm power requirement. MR is worked out used on a skyship. It is a technomagic according to the monster/s pulling the device that gathers ambient magical vehicle minus the weight they're pulling. energy (in the same way a mana organ A beast intended to pull a vehicle must does in a magical creature) and be trainable. transforms it into electrical power. They do require recharging, with 1 mana Sail lasting one hour (or less if the ship has to Sails use the wind for manoeuvring and travel faster, etc). While this provides turning, thus they only work in an movement forward; manoeuvring is environment where there is moving air, primarily accomplished through use of although there is no need for it to be the ship's sails. Many helmsmen breathable. Sails can only be used if a describe a feeling akin to being vehicle has a mast. submerged to the neck in warm water when they are using the helm, and the Solar Sail ability to see things as if he were A solar sail is made of a special magical standing on the deck. Only one helm can canvass material which converts light be used at a time, but smart captains are into electrical energy. It is used advised to keep another helm onboard as primarily as a form of battery backup backup. should the helm be damaged.

Helm Soulburner Propulsion Cost This is the rarest and most feared form Helm Beamed Mana 100 gp of helm, a necromantic machine fuelled Helm Bio Converter 110 gp by life-force. It does not use normal fuel. Helm Elemental Furnace 100 gp Instead, an intelligent, sentient being Helm Mana Engine 110 gp must be placed within it, he then dies Helm Soulburner 110 gp and his soul and mana power the Monster Harness 10 gp machine. Sail 2 gp per sail Monster Harness Solar Sail 10 gp per All monster-drawn spelljammers must sail have a harness. This includes not just the actual harness, but also the pole or shafts and reins. A harness is a monster-drawn Step Five: Audio and Optical vehicle’s “drive train,” converting the power from the monsters into vehicle Equipment movement. A harness may either be; a These are devices that are used either for rope connecting the vehicle to the cloth, communication between ships or visual leather or synthetic collars of the pulling sighting. animals; a long pole attached to a yoke 121

code. Effective range is 25 kilometres Heliograph (or line of sight). A heliograph consists of a mirror and a sighting device. Slight movements Telescope of the mirror send a pulse code by A telescope uses optical lenses to moving a reflected beam on or off the enhance human distance vision. It target. Only the target can read the signal essentially does two things: it gathers properly and messages can only light over a larger area of space allowing be sent from a stable platform, a ship or detection of fainter objects and it a moving vehicle. Range is limited by improves resolution allowing detection line of sight, and also depends on the of finer detail. In darkness telescopes light source; sunlight gives a maximum can only spot objects that emit light such range of 30 miles and moonlight is 5 as stars or lighted buildings, or are miles. If artificial sources are attached to illuminated by other light sources like the heliograph, range will vary the moon or an object silhouetted against depending on the light’ intensity. a light or source of reflected light. Telescopes are rated for their maximum Loudspeaker magnification. A simple bullhorn like device which amplifies a person's voice up to 120 Audio and Optical Cost decibels. Heliograph 1 gp Periscope Loudspeaker 1 gp An extendable sensor periscope is a tube Periscope 1 gp and viewer containing an Semaphore 1 gp arrangement of mirrors or prisms to Signal Lamp 1 gp permit observation from outside a Telescope 1 gp per x20 direct line of sight, A periscope can be magnification extended or retracted in 2 seconds. A periscope on a naval submarine is normally between 9 and 18 metres Step Six: External Equipment long (this is periscope depth) to allow This refers to any equipment which is observation from well below the waves. mainly fitted outside the vehicle. Semaphore Drill A pair of movable pointers mounted on a Drills are used for digging holes at a rate mast used to send any hand semaphore of 30 metres per hour in earth or ice, half alphabet. Naked eye visibility is a that for soft rock, 1/4 for hard rock. kilometre. Systems using single pointers, Decide on the maximum depth it can rotating coloured disks, shutter drill. arrangements, or more than two perform similarly, but don't use hand semaphore Hedgerow Cutter codes. A light triangular blade that is small and low enough that it does not impede Signal Lamp firing like other blades. It enables the This lamp (limelight) is lined with a vehicle to cut a path through brush. shutter allowing it to be used for Morse 122

Pontoon Wings Some ships are designed to land on Not standard for ships but maybe added pontoons and float. Build these as if desired. Wings are a means by which a waterproof or sealed pods attached to the heavier than air vehicle can achieve body or wings containing nothing but flight. A vehicle with wings must be empty space. A vehicle should generally given two of these including a tail to use have two pontoons (each the same size) for stability and steering. Wings are used as under-body pods. A vehicle may have to generate lift aerodynamically, through both retractable wheels and pontoons. the motion of the wings through the air. A wing is curved so that the flow of air Skids going over the wing travels faster than Any vehicle can use skids to slide along that passing under it. The faster air on the ground although it will need some travels, the lower its pressure. Because form of external propulsion system like the air under the wing is moving slower harnessed animals, sails, propellers or a and is at a higher pressure than the air jet engine to move under its own power. immediately above it, the air tries to rise Skids are slower than wheels on normal upward – and this results in lift. If a terrain but are very effective on ice or winged vehicle on the ground is moving snow. Skids can be built to retract into fast enough, its wings’ motion through the vehicle which is useful for reducing the air will result in enough lift to drag in flight. The only disadvantage is counter the weight of the airplane, and that this will take up space in the the aircraft will lift into the air and enter vehicle. If a vehicle with retractable aerodynamic flight. However to stay in skids will also have wings decide the air it must continue to move at or whether the skids retract into the body or faster than this speed. into the body and wings. Wings, Swing Wheels These adjustable wings allow the pilot of Wheels allow a vehicle to roll along on the plane to change the position of the the ground. Retractable wheels are wings depending on if its necessary to wheels that can retract into the vehicle. travel through a narrow gap. This is useful for reducing drag if the vehicle flies. If a vehicle with retractable Wrecking Ball wheels will also have wings the wheels This is a crane with a wrecking ball can retract into either the body alone or instead of a hook. This prevents it from the body and wings. lifting things but allows it to do 7D6 damage. One attack may be made every Winch three turns. This is a winching mechanism fitted either externally or retractable and designed to lift or haul loads of up to 1 ton. A winch is a mechanical device that is used to pull in (wind up) or let out (wind out) or otherwise adjust the tension of a rope or wire rope (also called cable or wire cable). 123

External Cost Chart/Astrogation Room Drill 10 gp Uncommon except on larger or Hedgerow Cutter 10 gp exploration ships, this room is designed Pontoon 10 gp per pontoon to hold the charts and equipment need to Skids 10 gp per skid astrogate. Includes: shelves, desk, chairs. Submersible 30 gp per square This can also be used to represent offices metre or libraries. Wheels 10 gp per wheel Crew Quarters Winch 10 gp There is enough room for a moderate Wings 20 gp per wing size chest for personal belongings, plus Wings, Swing 20 gp per wing room to dress, but little else. Includes: Wrecking Ball 10 gp bunk.

Docking Bay External, Passenger Step Six: Facilities This is a docking bay designed to allow This section is for equipment used for a ship to come along side and dock. The amenities or resources. size of the docking ship isn’t really important, as it won’t be actually Bunk Only entering the ship it docks. The passenger This is simply a bunk in a wall, and external docking bay is designed includes no space for anything but primarily to allow passengers and small sleeping. Storage is above the person in parcels to be passed from one ship to nets or bags hung from corners. Privacy another. It includes mooring points, a is through a curtain, and there is no room basic dock extension, a sliding door to stand; dressing is done in the hall or over the bay and space for a group of room where the bunk is. Includes: bunk. people to wait for boarding.

Cargo Bay Docking Bay External, Cargo Each cargo bay space is equal to 25 This is the same as the Passenger cubic metres of storage space. Includes: docking bay, except it is designed to a variety of rings and pinions mounted allow the transfers of larger objects. The on walls, floors and beams to tie cargo actual size of the docking bay can vary off to. Note that cargo space can be used upwards from two tons, depending on for a variety of things besides cargo. the size of the cargo that is expected to People can sleep in the cargo bay, food be moved. Two tons will work for most can be eaten or courses can be barrels and smaller crates, while stuff astrogated. It is just that the cargo area like lumber or ore might require from does not fully support such actions (i.e. four to six tons. Half of the space can be no walls for privacy, no shelves or desks used as temporary cargo space when no for working at, and so on). Included free ship is present. It otherwise comes with of charge is a basic hatch or door to the same stuff as a passenger bay. move cargo in or out. 124

Engineering Room Mess Hall Enough space for a one-man shop. Simply space for people to eat. It is a Includes: shelves and workbenches. room with tables and chairs. Most ships Tools are separate. only allocate enough room for half or less of its normal crew to eat, since Fine Dining Facilities others will be asleep or working. Almost never used for Some let men eat on deck or in their anything other than luxury passenger rooms, and assign no room to dining liners. Includes: tables and chair. facilities. Three times as many people can be packed in if they are simply there Galley to talk, and it is often used for ship This is the cooking facilities for the ship. meetings. Included: benches and tables. The amount of space depends on how many people they expect to serve in an Passenger Cabin hour. It has space for storage for pots, It comes with a bunk bed for one person. pans and utensils, plus standard cooking This can be upgraded to a proper bed. ingredients (i.e. spices, barrels of water, Two or more can be bought and flour, and so on). Includes: stove(s). connected to make a larger room to contain more people. Helm Room Ships will usually have a separate room Recreation for the helm. Size can vary, as low as .25 This represents one form of recreation tons, but 1 is the standard, as few ships for each time it is bought. It may include have separate chart rooms for the games, pool tables, tennis courts, astrogators, and it allows the captain, swimming pool, a stage, restaurants, first officer and the helmsmen to hold running areas, parks/ gardens, casino, private meetings. The cost is essentially etc. nothing if it is nothing but a room for the helm. If it is used for astrogation and Saloon/Lounge charts, use the cost for that room. This is a place for the crew or passengers to relax, and possibly have a drink. It is Holding Cell generally more spacious than the mess Standard holding cells are designed to hall, and may have a bar in it. It is incarcerate one prisoner (although they essentially the same thing as Fine Dining can be larger). The cells include basic Facilities, the main difference being barred gates and a bed. quality of the tables and chairs. Includes: bar, tables and chair. Larder Secret Compartment A larder is simply a room with a large Small secret compartments can built into number of shelves and slots for barrels, the vehicle to hold tools, supplies, to hold food and water for the kitchen. weapons, etc. The number of Kitchens on smaller vessels won’t need compartments depends on the size and one; generally a half-ton of larder per 3 type vehicle and size of the tons of kitchen works fine. Includes: compartment. shelves and barrel holders. 125

Stairway/ Ladder determines the direction it can fire. Of For standard use or in emergencies when course, a weapon in a limited or full elevators are not functioning. rotation turret or open mount can fire in different directions as the turret or mount Toilet itself rotates. Mechanical artillery, guns A typical toilet with a detachable tank. and launchers all require ammunition.

Weapons Locker Ready to fire ammunition must normally Any cargo space can be used as weapon be located in the same location as the storage, but a weapons locker includes weapon that fires it. If the weapon is in a cabinets and racks for weapons and turret, open mount, superstructure, arm armour. One ton can generally hold or leg, the ammunition can also be weapons and armour for up to 50 men, located in the part of the vehicle that or weapons only for up to 100 men. subassembly is supported by. Includes: racks and cabinets. Ammunition can also be stored in cargo Facilities Cost spaces. This ammunition cannot be used Bunk only 1 gp immediately, but can replace fired ready Cargo Bay 20 gp per 25 cubic shots if several minutes are spent to metres unpack and replenish ammo. Chart room 5 gp Ammunition can be stowed in the body, Cramped Quarters 2 gp superstructure, pods, turrets, open Dock Cargo 10 gp mounts, arms or legs. Dock Passenger 5 gp Engineering 5 gp Ballistas: Fine Dining 10 gp Ballistas include all devices, which Galley 10 gp throw bolts, javelins, and spears with Helm 5 gp greater force than possible by human (or Holding Cell 5 gp inhuman) strength. Most are built along Larder 1 gp the lines of the crossbow, and are Mess Hall 5 gp mounted on pivots on the ship’s deck to Passenger Cabin 5 gp fire at any targets. Recreation 10 gp Saloon 10 gp Ballista, Heavy Secret Compartment 1 gp each 5D6 damage, 180 kgs weight, 45 metre Stairway/ Ladder 1 gp each range Toilet 1 gp each Weapons Locker 1 gp each Ballista, Light 3D6 damage, 45 kgs weight, 30 metre range Step Seven: Weapons Ballista, Medium Spelljammers can be armed with a wide 4D6 damage, 135 kgs weight, 35 metre variety of built-in ranged weapons. range When installing a weapon the character must specify whether it points forward, Ballista Bolts backward, right, left, up or down; this 5 kgs weight 126

The ballista is essentially a very large often breaks up on impact, scattering crossbow. It makes attacks with a sharp fragments, while iron is less likely straight attack roll (D20) with no to do so.) Bombards using iron shot have modifications (no character base attack a +2 circumstance modifier to hit. bonuses, ability modifiers, etc.) except for range. Loading and cocking a ballista Catapults: is 3 full-round actions. A ballista bolt is The general category of catapults is a large arrow used in all the standard large, stone-throwing devices operated ballistas. A standard ballista bolt will fit by springs, cranks, or flywheels. a light, medium, or heavy ballista. The Catapults are fixed in position once difference in damage is caused by the mounted and can fire only one direction. power of the ballista’s mechanism. A catapult firing forward is permitted to fire at any target across its trajectory to a Cannons: maximum of 10 range increments. All Cannons are typically resting on a ranges take into account the nature of wooden carriage (some cannons like the wildspace and the Flow. Catapults can swivel cannon are fixed in position once be loaded with stone shot instead of mounted, though they can be remounted large rocks. Stone shots is most effective in D4 minutes in a new position). These as an antipersonnel weapon and will not carriages can be move to a new position affect a ship as effectively as the damage on a ship given enough time. Cannons drops from d10 to d4 (the ship’s AC will use magical smoke powder to function. prevent much of this damage), but One shot uses 10 charges of powder. The effects all personal within a 10 foot scarcity of smoke powder (which is a radius of the spot where it hits. magical substance in fantasy space) Special: Catapults cannot attack a ships makes bombards impractical compared that is within 30 metres of the catapult. to ballistas and catapults. It should be noted that the Great Bombard takes 20 Catapult, Heavy charges of smoke power to fire its 6D6, 225 kgs weight, 60 metre range massive iron balls. A heavy catapult is a large engine capable of throwing rocks or heavy Cannon, Heavy objects with great force. When fired, one 6D10 damage, 2000 kgs weight, 60 of the crew makes a Profession (siege metre range engineer) roll. If successful, where the object actually lands is determined by Cannon, Light rolling D12 and consulting the Deviation 3D10 damage, 1000 kgs weight, 60 (10 ft. to 16 ft) The centre is the desired metre range target. If the check is failed, the DM secretly rolls and consults the same Cannon Shot deviation diagram. The result is now 40 kgs weight where the catapult is actually aimed. Two types of shot are used in bombards: This new result is used as the centre to large, round stones and cast iron determine the actual deviation of the “cannonballs.” Using the latter increases attack. Loading the catapult and the bombard's damage against a ship but preparing it to fire takes the full crew 8 not against crewmembers. (Stone shot full rounds. Initially aiming (or 127 reaiming) takes 10 minutes in addition to ships themselves, dealing only 2D6 loading and preparation time. Three to points of damage for a light catapult, or four crew members can operate the 4D6 points of damage for a standard device in three times this time. Fewer catapult. than three crew members cannot operate the device. Firedrake 6D6 damage, 180 kgs weight, 18 metre Catapult, Light range 4D6, 113 kgs weight, 45 metre range These huge siege engines are often A Light Catapult is a smaller, lighter mounted on wheels. This apparatus fires version of the heavy catapult. Two crew gouts of Alchemist's fire in either a 18 members can load and prepare this metre line or a 9 metre cone (siege crew device in 5 full rounds and aim (or leader's choice). Targets in the area take reaim) in 5 minutes. One person can 6D6 points of fire damage; those who crew the engine, but it takes three times fail their saves also catch on fire. A the time to aim and prepare. firedrake with the broken condition that suffers a further mishap explodes, Catapult, Medium dealing its damage to all creatures within 5D6, 135 kgs weight, 55 metre range a 6 metre burst. Firedrakes have 70 hit points. Catapult Stones 9 kgs weight Firedrake Ammunition Unlike ballista bolts, three types of 9 kgs catapults stones are available, one for each type of catapult: light, medium, and Ram, Battering heavy. Only the proper sort of stone is 135 kgs weight really useful in each type of catapult. A Rams are common weapons on warships copper-pinching captain can use any in space, and adding one is fairly simple. type of similarly sized and readily To mount a ram a ship must have at least available rock to inflict similar damage, a standard frame, since a light frame is and some combats have involved tossing not up to taking the shock from tables, dead bodies, cows, and other ramming, making it likely to break off items through space as shot. and take a sizable chuck of the ship with it. Even with a standard frame a certain Catapult Stones, Chain amount of reinforcement needs to be 14 kgs weight done. A Catapult Stone Chain Shot is made of two small catapult stones chained A ship cannot ram another ship that is in together, this ammunition can be fired the same hex as the start of the turn from catapults. Chain shot is especially unless it leaves that hex and re-enters it good at tearing through sails and rigging, later. A ship cannot ram another ship dealing double its normal damage to that that is grappled with it. A ship may only form of propulsion. It deals normal attempt to ram once in its turn. It cannot damage to a creature, and if hit, the attempt to ram a vessel, miss, then ram creature will be knocked prone. Chain another vessel in the same or an shot is relatively ineffective against adjoining hex. 128

Use the helmsman’s THAC0 vs. ship’s sieges. They were so-named for their Armor Class to determine success. If no deadly, armour-piercing sting and could individual helmsman, use the THAC0 of be operated by just one or two men. the navigator at half his level. If the Scorpios were meant to kill and injure ramming ship misses the target or enemy troops, rather than break down reduces the target to 0 hull points, the enemy fortifications. Thanks to their ramming ship may continue its smaller size, they could be mounted on movement up to its regular limits. If the or in siege towers. Legionaries either ship hits without destroying the target or side would continuously keep turning becomes locked or grappled, movement cranks which turned a chain, which stops. Ship crews may grapple in the operated the various mechanisms to load same round as a ram, if so desired. A and fire the catapult. All that was needed ship cannot ram another ship that is 10% was for another soldier to keep feeding or less of the ramming ship’s size. If in more arrows. such a ram is attempted, the smaller ship must check for a crash. A ship may not Trebuchet ram another ship that is more than three 5D6, 450 kgs weight, 40 metre range times its size. If it attempts such a move, check for a crash. Trebuchet Stones 5 kgs weight Head-on ramming is a special case. If The Trebuchet was a weapon used the attacking ship hits its target, handle during siege warfare. The Medieval the ram normally. If the ramming ship Trebuchet was similar to a catapult, or misses, the opposing ship as opportunity stave sling, which was used for hurling to ram its attacker immediately. In this heavy stones to smash castle or city situation the original target ship uses its walls. speed from the previous turn when determining damage. Turrets: A turret is a rotating platform. Weapons Damage is based on relative speed. mounted on turrets can be turned to face When something hits a stationary object different targets quickly. For example, a then the only thing to worry about is the heavy catapult mounted on a turret can speed of the moving object. When two be swung to attack any ship in a 360- moving objects meet, whichever does degree range. Turrets can also provide the most damage will determine the shield bonus cover for the crew. actual damage. 2D6 hull point damage Protected turrets are available at double per 1 kph of speed or per 5 A/DF. the initial cost, and provide +4 shield bonus to the crew manning that heavy Scorpio weapon. Small weapons can be moved 3D6, 9 kgs weight, 45 metre range easily without a turret, but they can benefit from the cover a turret provides. Scorpio Arrows A turret is typically made of metal 1 kg weight (hardness 10, 30 hit points) ½ inch thick. The scorpio was a crossbow-like device that fired smaller arrows with deadly accuracy used both in the field and in 129

Standard Turret Ram Material Cost Turrets are used to rotate a weapon into Adamant 1000 gp a new firing arc. It takes one man one Adamantine 2000 gp round to rotate a light weapon into a new Bone 50 gp arc. It takes one man two rounds, or two Bronze 250 gp men one round for medium and ship Bronzewood 1000 gp weapons. This can be done during Iron 50 gp reloading, but men rotating the turret Iron, Meteoric 150 gp cannot also assist in reloading. Gold 1000 gp Mithril 1500 gp Protected Turrets: Plandanium 5000 gp These turrets provide shielding for Platinum 5000 gp weapon crew. They are double the cost Silver 200 gp of standard turrets, but gives 50% cover Steel 200 gp (-4 AC cover bonus) to the crew Stone 50 gp manning that heavy weapon. Small Wood 100 gp weapons can be moved easily without a Add 25% to the final cost for the ram to turret, but they can benefit from the be reinforced. cover a turret provides. A turret is typically made of metal (hardness 10, 30 hit points) ½ inch thick. Step Eight: Free Equipment All the items in this section are included Weapons Cost free with each ship upon its completion. Ballista, Heavy 80000 gp Ballista, Light 40000 gp Anchor, Ocean Ballista, Medium 60000 gp Large watercraft are assumed to have at Ballista Bolts 50 gp for 6 least one anchor. A device, normally Cannon, Heavy 90000 gp made of metal, used to connect a vessel Cannon, Light 75000 gp to the bed of a body of water to prevent Cannon Shot 150 gp the craft from drifting due to wind or Catapult, Heavy 50000 gp current. Catapult, Light 25000 gp Catapult, Medium 35000 gp Anchor/Tether, Space Catapult Stones 30 gp Anchors are used to moor a ship to a Catapult Stones, Chain 50 gp larger body such as an asteroid or tie Firedrake 15000 gp together tow ships. Anchors and tethers Firedrake Ammunition 2000 gp are also used at space docks to secure Ram see below ships and keep them from drifting off in Scorpio 15000 gp difficult situations. In general, a larger Scorpio Arrows 30 gp for 6 ship will generally require a larger Trebuchet 75000 gp anchor, but for very large ships, multiple Trebuchet Stones 20 gp tethers/anchors serve the purpose as well Turret, Protected 500 gp as a single large anchor. They are not Turret, Standard 750 gp necessary for ships that can only land on soil, or for those that can never land. (On those special spelljamming ships, 130 anchors are usually attached anyway, but Ladder for aesthetics alone). Ladders are commonly used to board ships whether they are landing on water Belaying Pin or land. Without ladders, it would take a These short rods of metal or wood are great deal of time to scale the mainmast wedged into the railing of a ship to to enter the crow's nest. secure the lines from the booms and sails. These sails must be firmly Lanterns anchored in place to properly catch the Lanterns illuminate an area in front of currents of wildspace and the phlogiston. the vehicle and can be seen at 20 times Wooden belaying pins cost two copper that distance. These are sufficient for pieces each, while metal ones cost 2 normal night time travel. silver pieces each. Life Preserver Bell Life preservers are round floatation Bells are used to summon the crew from devices used to rescue a comrade who meal breaks, shift changes, sleep period has fallen overboard. The basic cost of endings, or crew meetings. Ships the item does not include a rope, which typically have up to six bells. They are must be attached before the preserver all controlled from the navigator's, can be used. captain's, or the helmsman's chamber. In wildspace, the preserver is thrown out Below, a list of bells is given with the into the gravity plane of the ship, where standard meaning: it falls up and down across the gravity plane until it is caught by the Corvus crewmember that has fallen overboard or A corvus is a boarding device that comes to rest on the plane. The rescued features a hinged counterweight system person can then be pulled toward the for mounting a bridge vertically on the ship, where he can grab netting, a ladder, side of a ship, with a hooked end to grab or some other support. Some ships, onto a target ship. A corvus is usually 3 especially those that see heavy battle; metres wide and 4.5 metres long. It has have been seen with several dozen life 10 hit points per square. Once a corvus preservers. is attached, it takes a Strength check as a full-round action to dislodge the corvus. Locks and Keys Alternatively, if the corvus is attached to Standard locks for vehicle doors. a ship, the pilot of either ship can make a sailing check as a standard action to Meteorological Instruments dislodge the corvus. Any water or aircraft that is large in size can be assumed to have wind vanes, Doors and Hatches wind socks, thermometers, etc. to All vehicles large enough to need them measure temperature, humidity, wind are assumed to come with normal doors speed, etc. or hatches. Mooring Bits Mooring bits are very similar to belaying pins in function. Mooring bits, however, 131 are used to secure a ship to a dock. A Rope, Nautical (Hawser) ship needs one mooring bit for every 25 Rope serves two general purposes on a tons (or portion thereof) of displacement. ship. The hawser is a rope of great size For example, the Hammership, a 60-ton and strength used for mooring and ship, requires three mooring bits. tethering. Hawsers are very rough and Without the required number of mooring can cause bleeding and blistering of the bits, the ship cannot be securely fastened palms even after a few short minutes of to the dock. For example, in a storm, the use. Twice pentad-braided for the ship will take 0-2 hit points for every 10 greatest possible raw strength, almost minutes per mooring bit missing. nothing will break them. This rope has 5 hit points per inch of diameter. Netting Ships with large, open decks are often Ship's Tiller covered with thick, twisted ropes bound A tiller or till is a lever attached to a into a net. These nets serve to protect the rudder post (American terminology) or crew partially from catapult fire and rudder stock (English terminology) of a boarding from other ships. Attacks boat that provides leverage in the form coming from above must destroy the of torque for the helmsman to turn the nets first before hitting crewmembers. rudder. The tiller can be used by the Each section of netting is 5 feet square helmsman directly pulling or pushing it, and 50 hit points to destroy. Netting but it may also be moved remotely using reduces damage from catapults by tiller lines or a ship's wheel. Rapid or providing damage reduction 5. Typically excessive movement of the tiller results a heavy catapult will destroy a 2 metre in an increase in drag and will result in square section of netting (other catapult braking or slowing the boat. In steering a type may require more then one volley boat, the tiller is always moved in the to destroy the netting, but most volleys direction opposite of which the bow of will at least make a hole in netting to the boat is to move. If the tiller is moved allow a man-sized creature to pass thru to port side (left), the bow will turn to netting). starboard (right). If the tiller is moved to starboard (right), the bow will turn port Against small arrow fire the netting (left). provides at best one-quarter concealment bonus (10% chance to miss). In boarding Ship's Wheel actions, boarders must cut through the A ship's wheel or boat's wheel is a netting before they can attack the enemy device used aboard a water vessel to crew. Netting can be cut the same as change that vessel's course. Together grappling lines; it takes 10 hit points with the rest of the steering mechanism, minimum to create hole in the net for a it forms part of the helm. It is connected medium sized creature to walk thru. to a mechanical, electric servo, or Defenders under the netting can attack hydraulic system which alters the boarders above the netting if the vertical angle of the vessel's rudder defenders are armed with piercing relative to its hull. In some modern ships weapons. The netting is composed of 36- the wheel is replaced with a simple 45 metres of standard rope ¾ inch thick. toggle that remotely controls an electro- mechanical or electro-hydraulic drive for 132 the rudder, with a rudder position side of the ship, a winch, and a drum indicator presenting feedback to the holding a few hundred feet of line. A helmsman. bucket, sling, or platform is tied to the end of the line hanging from the boom. The whole affair resembles a huge Step Nine: Miscellaneous fishing rod. Equipment Four or five stout deckhands can turn the This section features whatever winch, reeling up the line to raise as equipment doesn’t fit into any other much as 1,000 pounds. Hoists are slow, category. requiring 15 minutes to raise a load to the deck (although only five minutes is Auto-Helm required to lower a similar load). When An auto-helm is an automated helm. It not being used, the hoist can be stowed uses navigation beacons placed along the along the gunwales of the ship. Larger flight path to navigate to the ship's ships (30 tons or more) carry multiple destination. Once it reaches within 1 hoists; in general, a ship can use one kilometre of the navigation beacon it hoist per 25 tons or less. Ships of 10 tons will search and fly towards the next or less must use smaller hoists that can beacon. The beacons are about 18 lift or lower only 500 pounds on a single centimetres, spherical in form and has a trip, although only two men are required unique signal signature. The auto-helm to operate this hoist. If there is a rush to itself is usually placed inside a 5' by 5' move cargo, the travel time can be cut in metal safe for protection. The auto-helm half. is a 1 metre dark obelisk and capped by a 20 centimetre yellow crystal. These Cargo hoists are much less expensive types of helms are used on well than a ship's launch with a spelljamming established and safe trading routes. The helm, and hoists allow captains whose helm can be programmed to follow ships can land only on water to trade certain beacons. By laying several with landlocked cities. Some landlocked beacon routes the ship can follow any cities with established spelljamming path and foil the would be pirates. The trade have anchorages outside the city obelisk uses ambient energies to power where visiting ships can drop anchor in itself. safety and use cargo winches to move themselves and their cargo up and down. Cargo Hoist Even after you are anchored, getting Communication Badge down from your ship requires some It appears to be a silver brooch in the effort. Lowering rope ladders, fly design of a circle with wings spread over spells, and attaching elastic cords to a to the top. It allows the user to contact passenger's feet and throwing him another person wearing a comm-badge overboard (a favorite of gnomes) have within 100 kms from his position. Strong all been found wanting for one reason or magical fields or obstacles, like being another. The most common solution is underground or lead shielding, might the cargo hoist, a cranelike device that affect the distance or even prohibit attaches firmly to the ship. The hoist contact with another comm-badge. consists of a boom that hangs over the 133

You press on the comm-badge and say map responds by creating an appropriate, the desired comm-badge name to contact three-dimensional map in the sphere. to operate it. The person being contacted Any spheres within the desired range will hear his comm-badge beep two appear as miniature replicas of the actual times and he would press the badge to spheres, about the size of a pea. If a acknowledge the person calling him. If sphere has a distinct appearance known the person does not wish to answer, he to the navigator, he or she will recognize would just ignore the beep. it. With the use of this map, the navigator can then compute or confirm The comm-badge is created and tuned courses, and inform the captain and for a specific person to use it and would helmsman accordingly. not work if used by another person. Each badge is given a name, usually the name Homing Pigeon of the person who would be using it, Magical metal pigeons that carries allowing an easy way to contact the messages in the metal capsule tied to intended user. their feet. It will be able to track down a special homing beacon and fly for the Using a magically enhanced planet signal. The homing pigeon can be used locator, if a person fall over board, the from ship to ship within a crystal sphere. comm-badge will allow the ship to It will fly at spelljamming speed to the locate them. If they are any comm-badge source of the homing signal. They can wearer in a planet or asteroid they would also fly from a planet into space to a appear in the locator also. They would waiting ship or from ship to planet. appear as a small silver dot on the planet locator. Horn Tubes The horn tubes are used to communicate It confers a continuous modified mind with remote areas of the ship. blank spell effect against psionic and Benefit: Horn tubes consist of two tubes magical mind attack on the user. It that run into every room on the ship. works like a regular mind blank spell. There is a receiving tube as well as a sending tube. By blowing through the Evermap sending tube, the user alerts the operator An Evermap appears as a sphere about and can ask to be connected to a specific the size of a beach ball, with a smokey, room of the whole ship. The operator transparent appearance. A tiny white connects the two tubes together, and the light is in the center of the sphere, and it two distant room occupants can represents the ship carrying it. communicate with each other. When the communication is over, the operator This Arcane built device only works in unhooks the tubes, and awaits another the phlogiston, and is designed to locate communications alert. Except in the case within a given radius. In of an all-ship bulletin, only tow rooms this case, the radius is given in terms of can talk with each other. Three cannot be 'standard spelljamming days' of travel. connected together. Also there is not The navigator gives a command to the limit to the number of communications Evermap, such as 'show me all crystal that can occur at the same time. It comes spheres within three days travel,' and the with an operator's console that can hold 134 tubes for 20 rooms (Ships that have Sextant more than 20 rooms must get more than Normal sextants are simple brass one console, and there is no limit to the navigational instruments that are used to number of consoles that can be used on a measure the altitudes of familiar celestial single ship) and 2 tubes. bodies in order to find the location of a ship on a planet. (Usually a stationary Lifeboat object, like the brightest and most Lifeboats are hard-shelled vehicles northern star, is used). Nautical sextants designed for one purpose: to bring the are useless on a spelljamming ship. occupants relatively safely to the surface Sextants are usually made of brass or of a planet or a rescue ship. The lifeboat and it well withstands the effects of falls toward the nearest gravity well saltwater and normal tarnishing. (using a lifeboat close to a star can have nasty results). The lifeboat descends Sextant, Spelljamming according to the rules listed for landing, The spelljamming sextant is a but may only land. Once landed, it will specialized navigational instrument that never fly again. is used to measure the altitudes, and Large lifeboat holds 20 medium relative distance between three special, creatures. bright, and stationary celestial bodies. A Medium lifeboat holds 5 medium This sextant can determine the location creatures. of a spelljamming craft within a crystal A small lifeboat holds 2 medium sphere when a character uses it with the creatures. proficiency Celestial Navigation. This item can be used on a seafaring ships, Sarcophagus of Preservation but somewhat less efficiently than a The Sarcophagus is an ornate coffin-like nautical sextant. box that is designed to keep the user alive for long trips through wildspace Spyglass and the phlogiston, or used in an The spyglass consists of a tow-part brass emergency where the ship cannot outer sheathing that protects two recharge or is otherwise crippled. It precisely ground lenses. The outer could be as simple as a wooden box, or sheathing comes in tow parts, one fitting as complex as the cases of snugly into the other. By slipping the egyptian fame. inner sheath in and out, objects far away can be seen as though closer, and objects The user gets into the Sarcophagus, lays near can be see as though very close. down, and states a condition for The outer mechanism is difficult to awakening. He/she then closes the lid construct, and the special lenses inside and goes to sleep. The coffin are extremely expensive and time- creates/casts the softwood spell on the consuming to produce. user inside the case. One condition that is automatically a condition for Star Charts awakening is the opening of the The star charts of a system vary in price sarcophagus. The softwood dissolves at according to how well that system is the normal rate when opening or the known and visited. Star charts indicate condition is met. that location and relative position of the 135 various planets in the system, but do not Appendix 1: Sample Ships indicate current position. They are not magical but are very useful for determining things like hostile forces, mean temperature, and spaceborne powers operate in the region. May have notes (by the cartographer) such as hostile forces, mean temperature, and spaceborne powers operating in the region

Warning Beacon These are magical beacons left next to Deathspider: dangerous anomalies in space. They are 100 tons; 52 mtr length x 15 mtr width about 30 cms in diameter and broadcast 1500 hit points; AC 9; a message that is picked up by the Form; iron hull; standard rigging (350 modified planet locator. It shows as a red hit points, AC 1); Water (No), Ground dot. A short message can be magically (No); programmed into the beacons. The Internal Facilities: Standard Crew beacon is sometimes used as a "message Quarters (30 men), Cramped Crew in a bottle". Resourceful shipwrecked Quarters (60 men), Luxurious Room (1 captains sometimes used the beacon to men), Cargo (50 tons), Mess Hall (10 send a SOS message to passing ships. men), Galley (15 men), Helm Room Others have smuggled it inside an Weapons: Ballista Heavy x4, Catapult enemy's ship and followed them to their Heavy x1, Cannon Heavy x1, forward hideout. They are also sometimes left as ram (iron) x1 markers for treasures, ruins and Away Team drop and pick up zones.

Type Cost Auto Helm 5000 gp Cargo Hoist 50 gp Communication Badge 5000 gp Evermap 30000 gp Homing Pigeon 500 gp Horn Tubes 50 gp for 2 Dragonfly Lifeboat Large 10000 gp 26 tons; 75 hit points; AC 1; 30 mtrs Lifeboat Medium 5000 gp length x 6 mtrs width Lifeboat Small 1000 gp Form; ironwood; standard rigging (120 Sarcophagus 5000 gp hit points, AC 0); Water (Yes), Ground Sextant, Nautical 20 gp (Yes); Sextant, Spelljamming 100 gp Internal Facilities: standard Crew Spyglass 20 gp Quarters (10 men), Standard Room (3 Star Chart 100-600 gp men), Cargo (5 tons), Larder, Galley (8 Warning Beacon 1000 gp men), Helm Room Weapons: 1 x light ballista 136

Weapons: 1 x ram, 2 x heavy catapults, 1 x heavy ballista

Dragonship 45 tons; 300 hit points; AC 5; 45 mtrs length x 6 mtrs width Form; ironwood; standard rigging (200 hit points, AC 0); Water (Yes), Ground (No); Man o’ War, Elven: Internal Facilities: standard Crew 60 tons; 60 hit points; AC 7; 54 mtrs Quarters (20 men), Standard Room (6 length x 6 mtrs width men), Spacious Room (1 man), Cargo Form; ironwood; standard rigging (400 (110 tons), Larder, Mess Hall (16 men), hit points, AC 0); Water (No), Ground Galley (16 men), Saloon/Lounge (16 (No); men), Helm Room, Basic Engineering Internal Facilities:standard Crew Weapons: 1 x ram, 2 x heavy catapults, 2 Quarters (10 men), Standard Room (8 x medium ballista men), Spacious Room (1 man), Cargo (30 tons), Larder, Mess Hall (20 men), Galley (20 men), Saloon/Lounge (20 men), Helm Room, Basic Engineering Weapons: 2 x medium ballista, 1 x medium catapult, 1 x medium cannon

Hammership: 60 tons; 60 hit points; AC 6; 75 mtr length x 7.5 mtr width Form; ironwood; standard rigging (200 Nautiloid, Illithid hit points, AC 0); Water (Yes), Ground 35 tons; 35 hit points, AC 4; (No); 18 metres length x 9 metres width Internal Facilities: standard Crew Form; ironwood; standard rigging (200 Quarters (24 men), Standard Room (7 hit points, AC 0); Water (Yes), Ground men), Spacious Room (1 man), Cargo (No); (30 tons), Larder, Mess Hall (16 men), Internal Facilities: Standard Crew Galley (16 men), Saloon/Lounge (16 Quarters (35 men), Standard Room (7 men), Helm Room, Basic Engineering men), Spacious Room (1 men), Cargo 137

(17 tons), Larder, Mess Hall (16 men), Form; ironwood; standard rigging (100 Galley (16 men), Saloon/Lounge (16 hit points, AC 0); Water (No), Ground men), Helm Room, Basic Engineering (No); Weapons: 3 x medium ballista, 1 x Internal Facilities: standard Crew medium forward catapult, 1 x medium Quarters (10 men), Standard Room (3 rear cannon, 1 x forward ram men), Cargo (65 tons), Larder, Galley (5 men), Helm Room Weapons: 1 x medium ballista, 1 x light catapult

Squidship: 45 tons; 45 hit points; AC 5; 75 mtr Wasp: length x 7.5 mtr width 18 tons; 216 hit points; AC 1; 24 mtr Form; ironwood frame; standard rigging length x 6 mtr width (150 hit points, AC 0); Water (Yes), Form; ironwood; standard rigging (120 Ground (None); hit points, AC 0); Water (Yes), Ground Internal Facilities: standard Crew (Yes); Quarters (32 men), Standard Room (4 Internal Facilities: standard Crew men), Spacious Room (1 men), Cargo Quarters (12 men), Standard Room (3 (23 tons), Larder, Mess Hall (14 men), men), Cargo (9 tons), Larder, Galley (8 Galley (14 men), Helm Room, Basic men), Helm Room Engineering Weapons: 1 x heavy ballista Weapons: 1 x ram, 1 x heavy catapult, 2 x medium ballista

Tradesman 25 tons; 150 hit points; AC 1; 36 mtr length x 18 mtr width 138

1. Choose Type and Size 12. Skyship The standard skyship (at least as far as Construction standards have developed for this relatively new creation) looks similar to With the high level of magic found in an oceangoing ship, complete with sails. many fantasy RPG campaigns, Skyships built for the very wealthy have enchanted vehicles designed to soar been outfitted with the finest amenities, through the air are not beyond the realm with many decorative flourishes of possibility. After all, what use are included in their construction. cloud kingdoms, sky realms, and other areas high above the earth if adventurers Flying Fortress have no means of travelling to them? 200 mtr length, 1500 HPs, AC 0, A/DF Magic such as fly and similar spells are 1, MR 1, Speed 75kph too limited to make travel simple for characters. Furthermore, without some Skimmer form of reliable transportation the sky 5 mtr length, 45 HPs, AC 5, A/DF 3, kingdoms would lack the ability to carry MR 4, Speed 300kph on any meaningful trade or migrations. Thus, sky ships represent the most Transport, Civilian Large common method for non-flying creatures 40 mtr length, 600 HPs, AC 4, A/DF 1, to take to the air. If magic is common in MR 1, Speed 100kph your game (as represented by particularly powerful spells, archmages, Transport, Civilian Standard and ancient artifacts), skyships should fit 20 mtr length, 450 HPs, AC 4, A/DF 1, into the general feel of the game. MR 1, Speed 100kph A few wizards know how to construct Transport, Military them and most commoners have seen 20 mtr length, 450 HPs, AC 4, A/DF 1, one soaring across the sky at some point MR 2, Speed 250kph in their lives. In lower magic campaigns where powerful wizards are rare and Warship, Escort magic is a wondrous rarity, skyships are 35 mtr length, 550 HPs, AC 3, A/DF 1, rarely encountered on the surface. The MR 1, Speed 350kph sky elves use and maintain them, but the cost and time needed to manufacture Warship, Destroyer them reserves their use for only the most 55 mtr length, 750 HPs, AC 2, A/DF 1, important tasks. Of course, cloud MR 1, Speed 250kph kingdoms and other aspects of an aerial realm fall firmly in the high fantasy Warship, Dreadnaught camp. As discussed earlier, if you plan 80 mtr length, 950 HPs, AC 1, A/DF 1, to use cloud realms in a low fantasy MR 1, Speed 150kph game you need to include some explanations as to why cloud kingdoms tend to have more magic than ground ones. 139

Step 2: Increase Vehicle The table below shows the cost of increasing each attribute point; Attributes Attribute 1 Point 2 Points 3 Points Listed here are how much it costs to buy A/DF 1-2 3-5 - each individual point of each attribute. AC 6 to 3 2 to -3 -4 to -10 eg. between 1 and 2 A/DF cost 1 point HPs 1-200 201-80 801+ each, while 3 to 5 cost 2 points each. MR 1-2 3-5 - Speed 1-200 201- Mach 2+ AC - this is a rating for the protective Mach 1 value of a vehicle's figured from 10 (very weak) to 0 or even -10 (the best armour which can be attached). The higher the AC the more vulnerable the Step 3: Free Equipment vehicle is to damage. Armour provides Depending on the vehicle type, when protection by reducing the chance that a you first purchase it, it may come with vehicle is attacked successfully (and some of the following equipment free. suffers damage). Armour does not Adding additional equipment will of absorb damage, it prevents it. course cost you.

A/DF - every vehicle has an Anchor Acceleration/Deceleration Factor. This is Just like watercraft skyships need at least how many hexes or spaces the vehicle one anchor to prevent the craft from can add to or subtract from its speed in drifting due to wind or current when it is one turn. Vehicles cannot accelerate and not moving. decelerate on the same turn. 1 space = 2 square metres. Corvus A corvus is a boarding device that HPs - how many Hit Points the vehicle features a hinged counterweight system has or much damage it can take before for mounting a bridge vertically on the being destroyed. side of a ship, with a hooked end to grab onto a target ship. A corvus is usually 3 MR - each vehicle also has a manoeuvre metres wide and 4.5 metres long. It has rating. This number signifies how many 10 hit points per square. Once a corvus times the vehicle can turn during its is attached, it takes a Strength check as a move. The vehicle must move forward at full-round action to dislodge the corvus. least 1 space or hex after each turn. Alternatively, if the corvus is attached to a ship, the pilot of either ship can make a Speed - how fast in kilometres per hour sailing check as a standard action to the vehicle can travel at. dislodge the corvus. Doors and Hatches All vehicles large enough to need them are assumed to come with normal doors or hatches. 140

Lanterns The helm must be securely bolted to a Lanterns illuminate an area in front of skyship that is in reasonably good shape. the vehicle and can be seen at 20 times If the helm is currently inactive it takes that distance. These are sufficient for one hour to activate it. This is called normal night time travel. powering up. During this time the pilot must remain in physical contact with the Locks and Keys helm and maintain full concentration. Standard locks for vehicle doors. The pilot can not use the helm to move the ship until it is fully activated. Meteorological Instruments Any water or aircraft that is large in size Once activated, as long as the pilot is on can be assumed to have wind vanes, the skyship he can control the ship with wind socks, thermometers, etc. to no need to keep in physical contact with measure temperature, humidity, wind the helm. A pilot may disengage from speed, etc. the helm at will at any time. A helm doesn’t loose all of its power the moment it is disengaged. As soon as it is Safety Belts disengaged it stops moving and floats in Safety straps or belts, although not all place. It then takes an hour before it vehicles have them. becomes fully inactive. During this time, the ship will slowly descend to the Ship's Wheel ground. If the pilot becomes unconscious A ship's wheel or boat's wheel is a or for some other reason is unable to device used aboard a water vessel to provide the minimum concentration change that vessel's course. Together required to control the ship, it will with the rest of the steering mechanism, continue at its current speed and it forms part of the helm. It is connected direction. to a mechanical system which alters the vertical angle of the vessel's rudder Animal Harness relative to its hull. All animal-drawn skyships must have a harness. This includes not just the actual harness, but also the pole or shafts and Step 4: Engines reins. A harness is an animal-drawn Skyships can move in all three vehicle’s “drive train,” converting the dimensions, with or without the aid of power from the animals into vehicle the wind. Unlike most flying creatures, movement. A harness may either be; a they do not rely on wings for lift thanks rope connecting the vehicle to the cloth, to their soarwood hulls. They are able to leather or synthetic collars of the pulling fly equally well on their sides or even animals; a long pole attached to a yoke upside down (notwithstanding the risks around the neck of the animal secured by that such manoeuvres present to a flexible throat harness. A harness has passengers and crew). A skyship must no volume, so location is irrelevant. It have a sail in order to manoeuvre. Helms connects the vehicle’s body with the and sails will be connected to the ship's animals. The harness has no volume or wheel. power requirement. MR is worked out according to the animal/s pulling the 141 vehicle minus the weight they're pulling. will take damage. A beast intended to pull a vehicle must be trainable. In this case the following Helm, Bio Converter options would be available; Dragon, This form of helm is a bio-mechanical Giant Bat, Giant Eagle, Giant Owl, machine living inside the vehicle, eating Giant Vulture, Griffon, Hippogriff, food and producing bioelectrical or Manticore, and Pegasus. mechanical energy. It generates energy using food and atmospheric oxygen, Balloon and have a “mouth” into which water A vehicle carrying enough lighter-than- and food (anything biological) must be air gas will also be lighter than air and placed. will rise up. This fact led to the first successful manned flights in balloons Helm, Elemental Furnace and later in self-propelled airships. This form of helm is a magical steam Lighter-than-air gas is a cheap, low-tech engine using bound fire and air (for way to get a vehicle to stay airborne. But combustion) elementals. An elemental it only works in an atmosphere heavier furnace functions like a steam engine, than the gas and a very large volume of except that it can be built by any lighter-than-air gas is required to blacksmith working with a mage and produce lift. The choices for lifting gases requires no fuel. are hot air, hydrogen or helium. Hot air has little lifting power but is safe and Helm, Mana Engine cheap. The lightest of all gases hydrogen This is the most common form of helm is the most effective lifting agent but is used on a skyship. It is a technomagic also flammable. Helium has somewhat device that gathers ambient magical less lifting power than hydrogen, but energy (in the same way a mana organ isn’t flammable. It is expensive. Helium does in a magical creature) and is light enough that it escapes from the transforms it into electrical power. They Earth’s atmosphere, with the only do require recharging, with 1 mana significant amounts being found lasting one hour (or less if the ship has to underground. travel faster, etc). While this provides movement forward; manoeuvring is Helm, Beamed Mana primarily accomplished through use of This functions like a mana engine except the ship's sails. Many helmsmen it involves beaming mana using a describe a feeling akin to being transmitter from a mana station to a submerged to the neck in warm water receiver. It is generally used to allow a when they are using the helm, and the vehicle that lacks power to receive ability to see things as if he were power from a larger, stationary ground standing on the deck. Only one helm can station. A beamed mana receiver be used at a time, but smart captains are functions like a power plant as long as it advised to keep another helm onboard as is receiving mana from a beamed backup. transmitter. If a more powerful beam is used than the receiver can handle, it will Helm, Soulburner be destroyed, and the vehicle housing it This is the rarest and most feared form of helm, a necromantic machine fuelled 142 by life-force. It does not use normal fuel. sand, rubble, etc, during construction Instead, an intelligent, sentient being work. must be placed within it, he then dies and his soul and mana power the Drill machine. Drills are used for digging holes at a rate of 30 metres per hour in earth or ice, half Sail that for soft rock, 1/4 for hard rock. With skyships sails use the wind for Decide on the maximum depth it can manoeuvring and turning, thus they only drill. work in an environment where there is moving air, although there is no need for Dump Bin it to be breathable. Sails can only be A typical dump truck is equipped with a used if a vehicle has a mast. hydraulically operated open-box bed hinged at the rear, the front of which can Engines Cost be lifted up to allow the contents to be Animal Harness 10 gp deposited on the ground behind the truck Balloon 20 gp at the site of delivery. Helm Beamed Mana 100 gp Helm Bio Converter 110 gp Grader Helm Elemental Furnace 100 gp A grader is a long blade used to create a Helm Mana Engine 110 gp flat surface. Helm Soulburner 110 gp Sail 2 gp per Hedgerow Cutter sail A light triangular blade that is small and low enough that it does not impede firing like other blades. It enables the Step 5: External Equipment vehicle to cut a path through brush. This refers to any equipment which is Hitch mainly fitted outside the vehicle. A vehicle can be equipped to tow another vehicle, or to be towed itself. A Crane hitch is a hook, or other device that A crane is a type of machine used for enables a vehicle to pull another vehicle. lifting, generally equipped with a hoist Attaching or detaching a hitched vehicle (device) (also called a wire rope drum), takes at least 10 seconds and requires wire ropes or chains and sheaves, that exiting the vehicle. can be used both to lift and lower materials and to move them horizontally. Pontoon It uses one or more simple machines like Some skyships are designed to land on a hoist to create mechanical advantage pontoons and float. Build these as and thus move loads beyond the normal waterproof or sealed pods attached to the capability of a human. body or wings containing nothing but empty space. A vehicle should generally Dozer Blade have two pontoons (each the same size) A dozer blade is a substantial metal plate as under-body pods. A vehicle may have used to push large quantities of soil, 143 both retractable wheels and pontoons. reducing drag if the vehicle flies. If a vehicle with retractable wheels will also Skids have wings the wheels can retract into Any vehicle can use skids to slide along either the body alone or the body and on the ground although it will need some wings. form of external propulsion system like harnessed animals, sails, propellers or a Winch jet engine to move under its own power. This is a winching mechanism fitted Skids are slower than wheels on normal either externally or retractable and terrain but are very effective on ice or designed to lift or haul loads of up to 1 snow. Skids can be built to retract into ton. A winch is a mechanical device that the vehicle which is useful for reducing is used to pull in (wind up) or let out drag in flight. The only disadvantage is (wind out) or otherwise adjust the that this will take up space in the tension of a rope or wire rope (also vehicle. If a vehicle with retractable called cable or wire cable). skids will also have wings decide whether the skids retract into the body or Wings into the body and wings. Not standard for skyships but maybe added if desired. Wings are a means by Wheels which a heavier than air vehicle can Wheels allow a vehicle to roll along on achieve flight. A vehicle with wings the ground. must be given two of these including a Standard wheels are used by most tail to use for stability and steering. ground vehicles. They are designed for Wings are used to generate lift use on a road, but have limited cross- aerodynamically, through the motion of country capability. They are assumed to the wings through the air. A wing is have a sprung suspension and tires. curved so that the flow of air going over Off-Road wheels are heavy wheels with the wing travels faster than that passing high clearance suspensions and large under it. The faster air travels, the lower tires for cross country use. Smaller its pressure. Because the air under the wheels are mainly used as landing gear wing is moving slower and is at a higher for aircraft. They have poor off-road pressure than the air immediately above capability, especially if the vehicle is it, the air tries to rise upward – and this very heavily loaded. results in lift. If a winged vehicle on the Heavy wheels are larger and heavier ground is moving fast enough, its wings’ versions of the standard wheels. They motion through the air will result in beef up a vehicle’s suspension for enough lift to counter the weight of the transporting heavier loads. They are airplane, and the aircraft will lift into the common on trucks. air and enter aerodynamic flight. Railway wheels are heavy wheels built However to stay in the air it must solely for use on railway tracks. A continue to move at or faster than this vehicle with railway wheels can carry speed. great loads and move more quickly as long as it stays on the railroad. Wings, Swing Retractable wheels are wheels that can These adjustable wings allow the pilot of retract into the vehicle. This is useful for the plane to change the position of the 144 wings depending on if its necessary to artificial sources are attached to the travel through a narrow gap. heliograph, range will vary depending on Wrecking Ball the light’ intensity. This is a crane with a wrecking ball instead of a hook. This prevents it from Loudspeaker lifting things but allows it to do 7D6 Amplifies a person's voice up to 120 damage. One attack may be made every decibels. three turns. Periscope External Cost An extendable sensor periscope is a tube Crane 10 gp and viewer containing an arrangement of Dozer blade 5 gp mirrors or prisms to permit observation Drill 10 gp from outside a direct line of sight, A Dump Bin 5 gp periscope can be extended or retracted in Grader 5 gp 2 seconds. A periscope on a naval Hedgerow Cutter 10 gp submarine is normally between 9 and 18 Hitch 5 gp metres long (this is periscope depth) to Pontoon 10 gp per pontoon allow observation from well below the Skids 10 gp per skid waves. Wheels 10 gp per wheel Semaphore Winch 10 gp A pair of movable pointers mounted on a Wings 20 gp per wing mast used to send any hand semaphore Wings, Swing 20 gp per wing alphabet. Naked eye visibility is a Wrecking Ball 10 gp kilometre. Systems using single pointers, rotating coloured disks, shutter arrangements, or more than two perform Step 6: Audio and Optical similarly, but don't use hand semaphore codes. Equipment These are devices that measures sound, Signal Lamp optical or another physical quantity and This lamp (limelight or electrical) is converts it into a signal which can be lined with a shutter allowing it to be read by an observer or by an instrument. used for Morse code. Effective range is 25 kilometres (or line of sight). Heliograph A heliograph consists of a mirror and a Telescope sighting device. Slight movements of the A telescope uses optical lenses to mirror send a pulse code by moving a enhance human distance vision. It reflected beam on or off the target. Only essentially does two things: it gathers the target can read the signal properly light over a larger area of space and messages can only be sent from a allowing detection of fainter objects and stable platform, a ship or a moving it improves resolution allowing detection vehicle. Range is limited by line of sight, of finer detail. In darkness telescopes and also depends on the light source; can only spot objects that emit light such sunlight gives a maximum range of 30 as stars or lighted buildings, or are miles and moonlight is 5 miles. If 145 illuminated by other light sources like Recreation the moon or an object silhouetted against This represents one form of recreation a light or source of reflected light. for each time it is bought. It may include Telescopes are rated for their maximum games, pool tables, tennis courts, magnification. swimming pool, a stage, restaurants, running areas, parks/ gardens, casino, Audio and Optical Cost etc. Heliograph 1 gp Loudspeaker 1 gp Secret Compartment Periscope 1 gp Small secret compartments can built into Semaphore 1 gp the vehicle to hold tools, supplies, Signal Lamp 1 gp weapons, etc. The number of Telescope 1 gp per x20 compartments depends on the size and magnification type vehicle and size of the compartment.

Step 7: Facilities Stairway/ Ladder For standard use or in emergencies when This section is for equipment used for elevators are not functioning. amenities or resources. Toilet Cargo Bay A typical vehicular toilet with a Each cargo bay space is equal to 25 detachable tank. cubic metres of storage space. Workshop Galley Workshops include basic machinery like A well-equipped kitchen. Up to three drills, lathes, saws, raw materials, spare people can work in it comfortably. The parts and so forth. Workshops however standard galley is adequate for up to ten are not factories. Big passengers and crew. It includes a dining constructions cannot be produced in area. The seating area can be upgraded them like from standard to luxurious by doubling vehicles and so forth. However tools the cost. could be made, weapons, armour or robots etc can be constructed providing Holding Cell the relevant parts or materials were Standard holding cells are designed to available, but not in great numbers or incarcerate one prisoner (although they speedily. can be larger). The cells include basic barred gates and a bed. Facilities Cost Passenger Cabin Cargo Bay 20 gp per 25 cubic It comes with a bunk bed for one person. metres This can be upgraded to a proper bed. Galley 10 gp Two or more can be bought and Helm 5 gp connected to make a larger room to Holding Cell 5 gp contain more people. Passenger Cabin 5 gp Recreation 10 gp 146

Facilities Cost mounted on pivots on the ship’s deck to Saloon 10 gp fire at any targets. Secret Compartment 1 gp each Stairway/ Ladder 1 gp each Ballista, Heavy Toilet 1 gp each 5D6 damage, 180 kgs weight, 45 metre Weapons Locker 1 gp each range Workshop 5 gp Ballista, Light 3D6 damage, 45 kgs weight, 30 metre Step 8: Weapons range Ballista, Medium Vehicles can be armed with a wide 4D6 damage, 135 kgs weight, 35 metre variety of built-in ranged weapons, such range as guns, launchers and beam weapons. When installing a weapon the character Ballista Bolts must specify whether it points forward, 5 kgs weight backward, right, left, up or down; this The ballista is essentially a very large determines the direction it can fire. Of crossbow. It makes attacks with a course, a weapon in a limited or full straight attack roll (D20) with no rotation turret or open mount can fire in modifications (no character base attack different directions as the turret or mount bonuses, ability modifiers, etc.) except itself rotates. Mechanical artillery, guns for range. Loading and cocking a ballista and launchers all require ammunition. is 3 full-round actions. A ballista bolt is a large arrow used in all the standard Ready to fire ammunition must normally ballistas. A standard ballista bolt will fit be located in the same location as the a light, medium, or heavy ballista. The weapon that fires it. If the weapon is in a difference in damage is caused by the turret, open mount, superstructure, arm power of the ballista’s mechanism. or leg, the ammunition can also be located in the part of the vehicle that subassembly is supported by. Cannons: Ammunition can also be stored in cargo Cannons are typically resting on a spaces. This ammunition cannot be used wooden carriage (some cannons like the immediately, but can replace fired ready swivel cannon are fixed in position once shots if several minutes are spent to mounted, though they can be remounted unpack and replenish ammo. in D4 minutes in a new position). These Ammunition can be stowed in the body, carriages can be move to a new position superstructure, pods, turrets, open on a ship given enough time. Cannons mounts, arms or legs. use magical smoke powder to function. One shot uses 10 charges of powder. The Ballistas: scarcity of smoke powder (which is a magical substance in fantasy space) Ballistas include all devices, which makes bombards impractical compared throw bolts, javelins, and spears with to ballistas and catapults. It should be greater force than possible by human (or noted that the Great Bombard takes 20 inhuman) strength. Most are built along charges of smoke power to fire its the lines of the crossbow, and are massive iron balls. 147

Cannon, Heavy objects with great force. When fired, one 6D10 damage, 2000 kgs weight, 60 of the crew makes a Profession (siege metre range engineer) roll. If successful, where the object actually lands is determined by Cannon, Light rolling D12 and consulting the Deviation 3D10 damage, 1000 kgs weight, 60 (10 ft. to 16 ft) The centre is the desired metre range target. If the check is failed, the DM secretly rolls and consults the same Cannon Shot deviation diagram. The result is now 40 kgs weight where the catapult is actually aimed. Two types of shot are used in bombards: This new result is used as the centre to large, round stones and cast iron determine the actual deviation of the “cannonballs.” Using the latter increases attack. Loading the catapult and the bombard's damage against a ship but preparing it to fire takes the full crew 8 not against crewmembers. (Stone shot full rounds. Initially aiming (or often breaks up on impact, scattering reaiming) takes 10 minutes in addition to sharp fragments, while iron is less likely loading and preparation time. Three to to do so.) Bombards using iron shot have four crew members can operate the a +2 circumstance modifier to hit. device in three times this time. Fewer than three crew members cannot operate Catapults: the device. The general category of catapults is large, stone-throwing devices operated Catapult, Light by springs, cranks, or flywheels. 4D6, 113 kgs weight, 45 metre range Catapults are fixed in position once A Light Catapult is a smaller, lighter mounted and can fire only one direction. version of the heavy catapult. Two crew A catapult firing forward is permitted to members can load and prepare this fire at any target across its trajectory to a device in 5 full rounds and aim (or maximum of 10 range increments. All reaim) in 5 minutes. One person can ranges take into account the nature of crew the engine, but it takes three times wildspace and the Flow. Catapults can the time to aim and prepare. be loaded with stone shot instead of large rocks. Stone shots is most effective Catapult, Medium as an antipersonnel weapon and will not 5D6, 135 kgs weight, 55 metre range affect a ship as effectively as the damage drops from d10 to d4 (the ship’s AC will Catapult Stones prevent much of this damage), but 9 kgs weight effects all personal within a 10 foot Unlike ballista bolts, three types of radius of the spot where it hits. catapults stones are available, one for Special: Catapults cannot attack a ships each type of catapult: light, medium, and that is within 30 metres of the catapult. heavy. Only the proper sort of stone is really useful in each type of catapult. A Catapult, Heavy copper-pinching captain can use any 6D6, 225 kgs weight, 60 metre range type of similarly sized and readily A heavy catapult is a large engine available rock to inflict similar damage, capable of throwing rocks or heavy and some combats have involved tossing 148 tables, dead bodies, cows, and other and take a sizable chuck of the ship with items through space as shot. it. Even with a standard frame a certain amount of reinforcement needs to be Catapult Stones, Chain done. 14 kgs weight A Catapult Stone Chain Shot is made of Use the helmsman’s THAC0 vs. ship’s two small catapult stones chained Armor Class to determine success. If no together, this ammunition can be fired individual helmsman, use the THAC0 of from catapults. Chain shot is especially the navigator at half his level. If the good at tearing through sails and rigging, ramming ship misses the target or dealing double its normal damage to that reduces the target to 0 hull points, the form of propulsion. It deals normal ramming ship may continue its damage to a creature, and if hit, the movement up to its regular limits. If the creature will be knocked prone. Chain ship hits without destroying the target shot is relatively ineffective against movement stops. A ship cannot ram ships themselves, dealing only 2D6 another ship that is 10% or less of the points of damage for a light catapult, or ramming ship’s size. If such a ram is 4D6 points of damage for a standard attempted, the smaller ship must check catapult. for a crash. A ship may not ram another ship that is more than three times its Firedrake size. If it attempts 180 kgs weight, 18 metre range such a move, check for a crash. These huge siege engines are often mounted on wheels. This apparatus fires Head-on ramming is a special case. If gouts of Alchemist's fire in either a 18 the attacking ship hits its target, handle metre line or a 9 metre cone (siege crew the ram normally. If the ramming ship leader's choice). Targets in the area take misses, the opposing ship as opportunity 6D6 points of fire damage; those who to ram its attacker immediately. In this fail their saves also catch on fire. A situation the original target ship uses its firedrake with the broken condition that speed from the previous turn when suffers a further mishap explodes, determining damage. dealing its damage to all creatures within a 6 metre burst. Firedrakes have 70 hit Damage is based on relative speed. points. When something hits a stationary object then the only thing to worry about is the Firedrake Ammunition speed of the moving object. When two 9 kgs moving objects meet, whichever does the most damage will determine the Ram, Battering actual damage. 2D6 hull point damage 135 kgs weight per 1 kph of speed or per 5 A/DF. Rams are common weapons on warships in space, and adding one is fairly simple. Scorpio To mount a ram a ship must have at least 3D6, 9 kgs weight, 45 metre range a standard frame, since a light frame is not up to taking the shock from Scorpio Arrows ramming, making it likely to break off 1 kg weight 149

The scorpio was a crossbow-like device Standard Turret that fired smaller arrows with deadly Turrets are used to rotate a weapon into accuracy used both in the field and in a new firing arc. It takes one man one sieges. They were so-named for their round to rotate a light weapon into a new deadly, armour-piercing sting and could arc. It takes one man two rounds, or two be operated by just one or two men. men one round for medium and ship Scorpios were meant to kill and injure weapons. This can be done during enemy troops, rather than break down reloading, but men rotating the turret enemy fortifications. Thanks to their cannot also assist in reloading. smaller size, they could be mounted on or in siege towers. Legionaries either Protected Turrets: side would continuously keep turning These turrets provide shielding for cranks which turned a chain, which weapon crew. They are double the cost operated the various mechanisms to load of standard turrets, but gives 50% cover and fire the catapult. All that was needed (-4 AC cover bonus) to the crew was for another soldier to keep feeding manning that heavy weapon. Small in more arrows. weapons can be moved easily without a turret, but they can benefit from the Trebuchet cover a turret provides. A turret is 5D6, 450 kgs weight, 40 metre range typically made of metal (hardness 10, 30 hit points) ½ inch thick. Trebuchet Stones 5 kgs weight Weapons Cost The Trebuchet was a weapon used Ballista, Heavy 80000 gp during siege warfare. The Medieval Ballista, Light 40000 gp Trebuchet was similar to a catapult, or Ballista, Medium 60000 gp stave sling, which was used for hurling Ballista Bolts 50 gp for 6 heavy stones to smash castle or city Cannon, Heavy 90000 gp walls. Cannon, Light 75000 gp Cannon Shot 150 gp Turrets: Catapult, Heavy 50000 gp A turret is a rotating platform. Weapons Catapult, Light 25000 gp mounted on turrets can be turned to face Catapult, Medium 35000 gp different targets quickly. For example, a Catapult Stones 30 gp heavy catapult mounted on a turret can Catapult Stones, Chain 50 gp be swung to attack any ship in a 360- Firedrake 15000 gp degree range. Turrets can also provide Firedrake Ammunition 2000 gp shield bonus cover for the crew. Ram see below Protected turrets are available at double Scorpio 15000 gp the initial cost, and provide +4 shield Scorpio Arrows 30 gp for 6 bonus to the crew manning that heavy Trebuchet 75000 gp weapon. Small weapons can be moved Trebuchet Stones 20 gp easily without a turret, but they can Turret, Protected 500 gp benefit from the cover a turret provides. Turret, Standard 750 gp A turret is typically made of metal (hardness 10, 30 hit points) ½ inch thick. 150

Ram Material Cost points. Nothing inspires more terror in Adamant 1000 gp an enemy army than the sight of a Adamantine 2000 gp floating sky fortress disgorging flights of Bone 50 gp harpies, manticores, and other creatures Bronze 250 gp to swoop from the sky and rain Bronzewood 1000 gp destruction upon the earth below. Flying Iron 50 gp fortresses are generally designed with Iron, Meteoric 150 gp portals, windows, arrow slits, and other Gold 1000 gp features that make it much more suited Mithril 1500 gp for battle than its base ship. Plandanium 5000 gp Platinum 5000 gp Silver 200 gp Steel 200 gp Stone 50 gp Wood 100 gp Add 25% to the final cost for the ram to be reinforced. Skimmer Skimmers are small attack skyships. Step 9: Ship Types They are fast and manoeuvrable but easy Listed below are examples of the most to destroy. The sleek, deadly skimmers common types of skyships encountered. are designed for swift strikes against You and your GM are free to add more. slower or stationary targets. In battle, when the skimmer passes an enemy ship, the marines leap aboard to overpower its crew and claim its cargo as their own. Needless to say, skimmers are quite popular with pirates and other marauders. However, these ships are often used by more legitimate navies during times of war as scouts, pursuit ships, and patrol vessels.

Flying Fortress These are huge outposts that serve as a base of operations for other ships. A flying fortress is a powerful battle station crafted to establish military dominance in a section of airspace or over a stretch of ground. Powerful overlords with Transport, Civilian access to mighty magics often craft these Transports have size enough to carry war machines to serve as mobile strong significant weapons, cargo, and 151 crewmen, but not so large that it is too considerable amount of damage. Larger expensive for the average trader (or warships can also serve as mobile bases buccaneer) to build and maintain. for skimmer squadrons. It transports Transports are mainly cargo freighters skimmers to the scene of a battle, and can be built in a wide variety of launches them, and recovers and re-arms sizes. Transports are mainly cargo the ones that survive the battle. They are freighters and can be built in a wide usually tied onto the sides of the variety of sizes. These vessels can be warship. A warship can carry 1 skimmer used for many jobs from transporting ore per side for every 10 metres of size. to passengers.

13. probability champions Probability Champions are a recent occurrence following the attempted Shattered Reality dimensional invasion. As the Earth was invaded by other realities, it created its own defenders. A small percentage of men and women were able to maintain their hold on Earth's reality, despite the influx of these other realities. With this special attribute, these men and women were Transport, Military able to stand in defence of Earth. They Military transports carry very few became heroes of whom stories were weapons relying heavily on other ships told. for protection. Instead they carry troopers, siege weapons and cargo. These Probability Champions were not only able to pass across reality borders, but were also able to make tools work in lands where they would otherwise cease to function. They also had an innate ability to "bend" reality to their ends - almost like exceedingly good luck. Through this, they were able to overcome great odds and accomplish great feats. These abilities are accomplished through the manipulation of probability energy. The Earth is very rich in this energy which is desired by Warship the invaders, and this energy which is These are among the slowest and least used by Champions in their defence of manoeuvrable skyships. They are their land. Champions are found from all however well armed and can absorb a walks of life, male and female, and from all over the world. Some have come 152 from other realities and have joined Step 4: Abilities Earth's cause. Champions start with the following ability free; Whenever villainy manifests, a hero will Reality Bubble - The primary way in appear to confront it. If the hero which Champions are able to shape perseveres, they can overcome and reality is the ability to impose the rules succeed against incredible odds. No of their own reality on a limited area of matter how bleak the situation may another reality. Each reality, or cosm, seem, there is always hope. The cosmic has a set of laws which delineates what balance ensures that wherever a villain can be achieved under its rules. arises, a hero will be present to oppose Champions, however, carry their own him or her. If there isn’t a champion reality with them. They can perform already the Earth will spontaneously under their own reality wherever they create one. go, in effect they are immune to the physics laws of other realities. Since the failed invasion this actually has expanded itself into the invading The character gains 30 Points to spend Realms, which is causing immense on any of the following abilities. As they complications for its rulers. Initially earn more experience they may buy or Champions were involved in fighting off rebuy more abilities. the interdimensional invaders. The war was won but those altered still remain, as Anchor do champions from other worlds. Cost: 5 This prevents the character from being Champions in Earth tend to be at the forcibly removed via banishment, center of unusual events much of their dimensional transport, gateway, portal, lives. Coincidence drives them to or any form of time displacement. stumble upon villainy, and villains seem Further even if history changes you will inexplicably drawn to them and their remember both versions and cannot be loved ones. erased by paradoxes, even if the rest of your world is. You will have a place in Step 1: Realm the new timeline whatever it is. You will Choose which dimension the character is remember all your experiences, even the from. This will determine what races and ones that never happened. Finally the abilities are available to him. character is completely immune to having his body physically altered in any Step 2: Attributes way. This includes lycanthropy and Roll up attributes as normal according to vampirism. the character's race. Hit points = CON +8, +8 per level. Cultural Adaptability Cost: 5 Step 3: Skills The character has an instinctive knack Choose skills in the normal manner but for getting along with everybody no according to the character's realm. matter how culturally, physically or psychologically alien. This advantage gives +1 to all CHA rolls and +1 skill 153 bonus with all CHA skills. When damage rolls. He can also do the reverse confronted with a completely alien to any opponent in his line of sight. concept or custom he gets an INT roll to understand what's going on and respond Reopen Gate correctly. Cost: 5 The character can reopen any form of Disrupt Mana Bridge local or interdimensional gate which has Cost: 10 been previously opened in the area. The The ability to destroy a current tunnel gate must be within 10 metres per WIS anchor in the reality which the character radius of the character. It can either be is standing in. the standard vertical gate in the air or any doorway that was used. Once he has Disrupt Teleport reopened a gate once he can open it Cost: 10 again at any time anywhere. The character can prevent anyone within 1 metre per WIS of him from Truesight teleporting, shifting or using a gateway. Cost: 5 Can see the true image of any person or Epic Fail object regardless of any form of Cost: 5 concealment, disguise, illusion or The opposite of Heroic Feat. The invisibility. This also includes the ability character can use 'probability energy' to to detect whether it is magical, and the cause others within his line of sight to exact nature of the magic. screw up their actions. He can use this to temporarily either; deduct 1 per 5 WIS Truespeak to any rolls (saves, skills, thac0), -1 per 5 Cost: 5 WIS to any physical attribute, or minus The character instantly learns the one dice to any damage rolls. language of any being he comes into contact with and he can then converse Healing with it. This only lasts until they are Cost:5 separated, at which point he forgets the This can be used on the character or language. anyone he touches to heal at phenomenal rates. Recover 1 HP per minute and heal Step 5: Side Effects any broken bones x4 faster with no skin The reality powers gained also result in scarring. Gain +1 per 4 WIS to save vs some unusual side effects. Roll or drugs, poisons and toxins. choose from the Unusual Characteristics table below with each one giving the Heroic Feat character an additional 5 starting points. Cost: 5 The player can take as many as he wants The character can use 'probability but no less than one. energy' to perform a superheroic action. He can use this to temporarily either; add +1 per 5 WIS to any rolls (saves, skills, thac0), +1 per 5 WIS to any physical attribute, or plus one dice to any 154

Unusual Characteristics 77-84 Cat; nightvision equal to half Choose or roll on the following tables; normal range. Colour Mutations 85-92 Insect; 360 degree vision. Roll on this table several times; once for 93-00 Third Eye; see the invisible. skin colour, again for eye colour and once more for hair colour. Size Mutations 01-15 Completely normal How big is the character? 16-20 Red 01-08 1ft +D10 inches 21-25 Orange 09-16 2ft +D10 inches 26-30 Yellow 17-24 3ft +D10 inches 31-35 Green 25-30 4ft +D10 inches 36-40 Blue 31-44 5ft +D10 inches 41-45 Indigo 45-52 6ft +D10 inches 46-50 Violet 53-60 7ft +D10 inches 51-55 Gold 61-68 8ft +D10 inches 56-60 Silver 69-76 9ft +D10 inches 61-65 Bronze 77-84 10ft +D10 inches 66-70 Brown 85-92 11ft +D10 inches 71-75 White 93-00 12ft +D10 inches 76-80 Black 81-85 Grey Body Mutations 86-90 Transparent Does the character have any additional 91-95 Combination of several of the mutations? above in striped form. Roll D4 more 01-02 None. times. 03-04 Antennae; depending on the 96-00 Combination of several of the character's powers these could be used above in patch form. Roll D4 more as senses, discharge, telepathy, etc. times. 03-04 Elastic Bones; only takes half damage from any kinetic attacks (falls, Eye Mutations punches, explosions, etc). What type of eyes does the character 05-06 Emits Vapours; determine what have? effect the gases have and what types of 01-08 Very small; -2 to hit eyes if lifeforms they affect. targeted by enemies. 07-08 Extra limbs; D4, D6, D8, D10, 09-16 Small; -1 to hit eyes if targeted D12 or D20 extra arms, legs or heads or by enemies. a mixture of each. 17-28 Completely normal. 09-10 Fat; appears overweight but is 29-36 Large; +10% greater sight range. pure muscle, +1 STR. 37-44 Very Large; +20% greater sight 11-12 Featureless; a totally blank face range. and body. No eyes, ears, nose, mouth, 45-52 Oval shape; 180 degree vision. nipples, etc. The character can somehow 53-60 Glowing; +1 to intimidate others. still see, hear, smell and breathe 61-68 Reptilian; underwater nightvision normally. For food and drink he relies on equal to half normal range. solar sustenance. 69-76 Fish; underwater nightvision 13-14 Flat Billed; platypus type beak. identical to normal sight range. 155

15-16 Frilled; lizard type vane around 77-79 Suckers; same as the adhesion the neck. Minor Power. They can be located on 17-18 Headless; Sensory organs are the fingers, chest or wherever else located on the main torso. desired. 19-20 Horned; Up to D4 horns on head 80-82 Tail; either thin but strong like a which do D6 damage each. monkey's allowing the life form to lift 21-22 Huge Jaw; neck length. his own body weight using it, or a thick 23-24 Large Eared; hear +20% better. and powerful bludgeoning weapon. 25-26 Large Nostrils; smell +20% 83-85 Tentacles; finger or arm. better. 86-88 Tough Skinned; natural AC 2. 27-28 Long Limbed; arms reach down 89-91 Transparent Body; can see right to the knees or even ankles. through his body. Note he is not totally 29-31 Lumpy; over most of the skin. invisible as his outline can be made out. 32-34 Mandibles; like an insect with 92-94 Twitchy: shakes a lot. STR equal to double the normal 95-97 Veined Skin; skin is semi attribute. transparent with arteries and veins 35-37 Multiple Mouths; up to D6 extra clearly showing through. mouths located on various parts of the 98-00 Webbed; between its fingers or body. toes or both. 38-40 Prehensile Limbed; can use legs and toes for the same purpose as arms and fingers. 41-43 Rough Skinned; course like a 14. the society of shark. the dark sun 44-46 Segmented; like a centipede. 47-49 Serpentine Scaled; D100% of body is covered in scales. 50-52 Sharp Teeth; +D4 damage. 53-55 Skinny; practically anorexic. -1 STR, +2 MR due to lighter frame. 56-58 Slimy; very difficult to catch or hold on to due to his slippery skin. +2 AC. 59-61 Slit Featured; has slits instead of eyes, ears, nose and mouth. 62-64 Spined; like a porcupine. Length, shape, colour, hardness and function Note the information presented here (possibly venomous) is left up to the refer to the Society’s activities in the GM. lead up to the invasion. 65-67 Split Body; 2 torsos on top of 1 set of legs. The Society of the Dark Sun is an 68-70 Stalk faced; like a snail. infiltration unit from Takhisis’s army. It 71-73 Striped; like a zebra. is part of the propaganda efforts, with 74-76 Sturdy Quadroped; walks around the aim of discouraging people from on all fours. earth religions, and turning them instead to beliefs related to the Realms. 156

The central public philosophy put forth plays on the candidates desire to belong by the Society is that all humans, to something. Once the candidate has metahumans and the supernatural are been initiated, the next major step is the truly bonded together in a way that transition to the inner circle. transcends culture, race and geography. Initiate Further they teach that people are 1st level; Includes only Church immortal spiritual beings who have apprentices or mundane worshippers. forgotten their true nature. Magic, mana, Most of the Church's allies in politics the energy of life, the supernatural, and and corporations fall into this category. different deities (like Takhisis) are real Acolyte and must be welcomed. 2nd-3rd level; Anyone who has proven themselves a blindly loyal follower The Society and its large network of graduates to this section. corporations, non-profits and other legal Disciple entities it has acquired through its 4th-9th level; Those who have proven followers are estimated to make around their loyalty and worth. The higher their 600 million US dollars in annual level the more duties they are allowed. revenue. Minister 10th-12th level; A head of the local The Society uses volunteer ministers chapter house. They are always trained to bring spiritual assistance to appointed by the regional High Minister. anyone in any aspect of life, whether it is High Minister to increase his communication ability, 13th-14th level; Each of these control all his study skills, help raising children or the chapter houses in their region. They save marriages, as well as dozens of are selected by the Matriarch. other domains of intervention. Matriarch 15th level; Head of the entire Church, Critics accuse the organization of specifically chosen by Takhisis. If she is attempting to take advantage of disasters killed one of the female High Ministers in order to promote the Society to the will be elevated to her position. grief-stricken populace in the area. According to NMHA President, "The Operations public needs to understand that the Each chapter has a membership of D10 Society are using this tragedy to recruit x10 people, most of whom come from new members. They are not providing the lower end of the socioeconomic true assistance." spectrum. These are street people and squatters for whom any change in Those that are fully converted are given situation would be an improvement. The missions to either recruit others, growth has been phenomenal. There are sabotage or remove threats to the now some 400 chapters scattered across society, obtain wealth or power for the America. There are currently 2350 active Society ministers and over 70,000 Society members. As the profile of the Hierarchy organisation begins to rise, the Society Prospective members attend a discovery has begun to aim their recruitment at meeting, a psychological sales job that more affluent citizens. 157

On the surface the Society appears to be effects of the storms can be even more a loose confederation of autonomous confusing. Many dimensions can come chapter houses. Each is led by a High into temporary contact with earth during Minister and his or her Ministers. They a storm, gravity can become variable, are solely responsible for the day to day vehicles can move about on their own, operations of the chapter. The Matriarch and the sizes and colors of buildings can directly controls all nationwide alter. Most of the effects fade within two membership drives, public relations, to 24 hours of the storm’s passage. In a advertising and establishment of new few rare instances the effects last much chapters. The church enjoys the tax free longer. status awarded to religious institutions. Mana storms can also have other Whenever disaster strikes, the Society is amazing effects. quick to appear. Often assigned a specific role by Emergency Preparedness One is that it can cause people to feel authorities, such as counselling, inspired and creative. Scientific registration and identification, breakthroughs are a possibility. transportation, emergency housing, supervillains may suddenly get clever, feeding or clothing. Like no other difficult tasks become easier, and the civilian body, it can mobilise personnel, odds of succeeding at something become resources, volunteers and financial easier. support from the public at large, and bring them to bear where the need is Second the amount of available mana in greatest. At which point attempt are the area increases dramatically. Any who made to recruit new members. can normally use mana will feel the following effects. Reroll on this table During the invasion every D4 hours; Once the invasion begins the Society D100 Amount of extra mana would provide support and intelligence 01-50 +50% normal to the various invaders. This would 51-75 +100% normal include diverting medical supplies to 76-90 +150% normal them and acts of sabotage against the 91-97 +200% normal invaded country. 98-99 +300% normal 00 +400% normal

15. mana storms Size of Mana Storm 01-05 D4 metre diametre. The border between conflicting realities 06-40 D10 metre diametre. can unleash fearsome displays of 41-79 D20 metre diametre. possibility energy in the form of reality 80-92 D20 x10 metre diametre. storms. Mana storms have violent 93-98 D20 x 50 metre diametre. physical manifestations; winds ranging 99 D20 x 100 metre diametre. in velocity from 40 to hundreds of 00 D20 x 200 metre diametre. kilometres an hour are possible. History records incidents in which lightning from mana storms has sheared mountains and leveled entire cities. The 158

Length of time of Mana Storm get involved and can they somehow 01-05 Remains for 2D6 minutes prevent the invasion? 06-40 Remains for 6D6 minutes 41-79 Remains for D6 x 10 minutes. Once the invasion starts it usually goes 80-92 Remains for 2D6 x 10minutes through a fairly standard sequence of 93-98 Remains for 1D4 hours. events. Each event is broken into 2 parts; 99 Remains for D10 days. an open and a secret invasion. A open 00 Remains open for D4 weeks. invasion is known to the general public, while a secret invasion is one which only a few people know about.

16. running an 1. Preventing the Invasion If the players have a way of knowing the invasion invasion is planned and have a way to These are more general rules for running intercept it, they might try. They can an invasion of earth but can still be used even succeed so long as there is no grand here. invasion scenario. This could involve a galaxy spanning adventure or a stealthy The invasion can come from other border crossing to obliterate some vital worlds, the ocean bottom or a distant supply dump without which the invasion dimension. Most are wrapped up quickly cannot proceed. with no lingering effects. The incident that sparks an invasion can range from 2. The Arrival trespassing into sovereign territory to a Open: The invader hopes that the slip in etiquette. The reason can be flagrant display of force will crush the internal rather than external. Instead of a defender's will to resist. fear or passion driving them, the invaders might themselves need Secret: The invader will be working to something, like food or hosts for their terrorize the population or arrive in young. A leader might decide the only secret to arrange for a massive assault way to keep his position is to start a war later. The invader could design ships and with a national enemy. The earth might equipment that looked vastly different just be a waypoint on the way to the real than their standard fare and send down enemy with necessary resources. agents thus equipped to find the locals. The standard troops could make very The GM needs to decide what the convincing efforts to destroy the agents invaders want and why are they before they make landfall. They may invading? Any justification for invasion even sacrifice a party or two, just to lend is fine so long as it offers a possible authenticity. The agents could tell the solution to the invasion or a mystery to locals that they represent another faction, solve if the invaders aren't talking. Not one dedicated to the destruction of the all invaders are evil however. Some may invasion forces. The agents would feel they are liberating the earth. Other organize rebel cells, provide medical aid questions the GM needs to ask himself and supplies, and once they were trusted, include; How long has the invasion been offer a plan to oust the invaders. That planned? What is the trigger for the plan would succeed brilliantly, since it's invasion? At what stage do the players 159 all a ruse. Then with the trust and 6.The Heroes get organized cooperation of the populace, the invader The players and their associates get agents would take over the world. better organized and make contact with other groups who are also fighting the 3. Build up of Invasion forces invaders. The new associations will have Open: The invaders will forcibly benefits and perhaps drawbacks. conquer territory for central bases and any areas with materials needed to 7. New Technology complete the invasion plans. The players get the chance to create or assist in the creation of a weapon that is Secret: The invaders in a secret arrival especially useful against the invaders. may have to assemble the war machines, The invaders might also reveal some gain power sources, and study the new weapon at this point. invasion target. 8. The Heroes strike back 4. The Invaders take ground The players fight and start to win more Open: Open warfare with pitched battles battles than they lose. This could be due and subjugation of territory. The to a new weapon, more efficient invaders must win some ground in this organization, knowledge of the invader's event or they will not be perceived as a capabilities or dissension among the credible threat. victorious invaders. Unknown to the players the invaders may begin to fight Secret: Terrorism is used to destroy the amongst themselves. Moreover the defender's will to defend himself. leader could be killing those who now displease him, some of his cadre could 5. Invader Reinforcements arrive rebel or the leader may be replaced, The initial invasion is going well for the causing organizational chaos. invaders, when things get better still. The reinforcements may come from 9. The Invaders get desperate home or could be locals who have turned The invaders are pulling out all the stops traitor or are forced to serve. These and try to crush the heroes in one stroke. reinforcements may be identical to It may not be well considered, but it will earlier invaders or they could be a be big and may be combined with a new special force. The new force can cause weapon. trouble among the initial invaders as well as for the defenders. The new forces 10. The Grand Finale can include individuals who don't like or Everyone's last cards are laid on the even hate the leader or other members of table. This is often tied to the invaders' the original cadre. The second force may big plan, so that in stopping the plan the even install a new leader which could in invaders will be completely defeated. turn cause widespread dissension in the ranks. This new force may also be 11. Aftermath independent of the first and will go What has been lost or destroyed in the about its own missions as it pleases. In a fighting? What has been gained? Are secret invasion the invaders may seek there prisoners of war to deal with? How native troops for reinforcements. badly were the invaders beaten? Will 160 they have the ability to invade again the rivalries that being developed some day? If they escaped, where did between players and the lieutenants. they go? Has new tech or magic been introduced? Foot Soldiers Aside from selected individuals the rest Command Structure of the troops should be mostly faceless How does the leader get his orders down grunts. New troop types can be added to his troops? Do the invaders have a when reinforcements arrive. How many strict hierarchy or is it informal? Can the types of warriors do the invaders have? cadre argue with the leader or do they follow his orders mindlessly? Are the troops allowed to give opinions? Does the leader really command or is he a front for the cadre?

Leader The strength and distinction of any invasion should come from its ultimate source of guidance; its leader. The players may never meet the leader of the invasion but the personality of this individual is very important. The leader of the invasion force can be a bigger, stronger, more impressive version of his troops or he can be completely different. The leader can be an average person commanding an army of super strong morons, a trooper who rose through the ranks or a gladiator champion of champions. If the leader is loved, respected or feared by his troops then his army will work well for him. If the leader is weak, stupid or uncaring then the army will often be too disorganised to be an effective invasion force.

Lieutenants These are the lesser leaders who direct the troops personally and may become personally involved in combat. The cadre could like the leader, the troops, a combination of both or something completely different. The troops could be loyal to their lieutenant rather than their leader. Over the course of the invasion the GM should take notice of