6
TABLE ef C$N WELCOME TO THE OUTLANDS 2 Using the Booklet .3 Using the CD 3 A Word of Warning 3 The Mimir 4 An Overview of the Outlands 4 Moving through the Outlands 5 Magic in the Outlands 6 Spell Keys 7 Power Keys 7 A Tour of the Outlands 7 Automata 8 Bedlam 10 Curst 12 Ecstasy 13 Excelsior 15 Faunel 16 Fortitude 17 Glorium 18 Hopeless 19 Plague-Mort 21 Ribcage 22 Rigus 23 Sylvania 24 Torch 25 Tradegate 26 Xaos 27 Other Locations in the Outlands 28 Bariaur Tribes 28 The Court of Light 28 The Dwarven Mountain 29 Gzemnid's Realm 29 Hermitages 29 The Hidden Realm 29 The Hinterlands 29 Ilsensine's Realm 29 Indep Villages 29 Ironridge 30 Lost Patrols 30 The Mausoleum of Chronepsis 30 The Modron Procession 30 The Palace of Judgment 30 The Realm of the Norns 30 The River Ma'at 31 Semuanya's Bog 31 Sheela Peryroyl's Realm 31 The Spire 31 Thebestys and Thoth's Estate 31 Tir fo Thuinn 31 TirnaOg 31 Tvashtri's Realm 32 Walking Castles 32 CREDI + S Designer: Jeff Grubb • Editor: Ray Vallese Cover Artist: Robh Ruppel • Conceptual Artist: Dana Knutson • Interior Artist: DiTerlizzi Graphics Coordinator: Sarah Feggestad • Art Coordinator: Peggy Cooper Electronic Prepress Coordinator: Tim Coumbe 4- Typography: Angelika Lokotz Cartography: Rob Lazzaretti • Border Art: Robert Repp • Graphic Design: Dee Barnett, Dawn Murin Proofreading and Fact Checking: Wolfgang Baur, Michele Carter, Bill Slavicsek TSR, Inc. 201 Sheridan Springs Lake Geneva WI53147 U.S.A. TSR Ltd. 120 Church End Cherry Hinton Cambridge CB1 3LB United Kingdom ADVANCED DUNGEONS ft DRAGONS and ADEtD are registered trademarks owned by TSR, Inc. PLANESCAPE and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Copyright • 1995 TSR, Inc. All Rights Reserved. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written consent of TSR, Inc. Sample file

A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

  • Upload
    others

  • View
    4

  • Download
    1

Embed Size (px)

Citation preview

Page 1: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

TABLE ef C$NWELCOME TO THE OUTLANDS 2Using the Booklet . 3Using the CD 3A Word of Warning 3The Mimir 4An Overview of the Outlands 4Moving through the Outlands 5Magic in the Outlands 6

Spell Keys 7Power Keys 7

A Tour of the Outlands 7Automata 8Bedlam 10Curst 12Ecstasy 13Excelsior 15Faunel 16Fortitude 17Glorium 18Hopeless 19Plague-Mort 21Ribcage 22Rigus 23Sylvania 24Torch 25Tradegate 26

Xaos 27Other Locations in the Outlands 28

Bariaur Tribes 28The Court of Light 28The Dwarven Mountain 29Gzemnid's Realm 29Hermitages 29The Hidden Realm 29The Hinterlands 29Ilsensine's Realm 29Indep Villages 29Ironridge 30Lost Patrols 30The Mausoleum of Chronepsis 30The Modron Procession 30The Palace of Judgment 30The Realm of the Norns 30The River Ma'at 31Semuanya's Bog 31Sheela Peryroyl's Realm 31The Spire 31Thebestys and Thoth's Estate 31Tir fo Thuinn 31TirnaOg 31Tvashtri's Realm 32Walking Castles 32

CREDI + SDesigner: Jeff Grubb • Editor: Ray Vallese

Cover Artist: Robh Ruppel • Conceptual Artist: Dana Knutson • Interior Artist: DiTerlizziGraphics Coordinator: Sarah Feggestad • Art Coordinator: Peggy Cooper

Electronic Prepress Coordinator: Tim Coumbe 4- Typography: Angelika LokotzCartography: Rob Lazzaretti • Border Art: Robert Repp • Graphic Design: Dee Barnett, Dawn Murin

Proofreading and Fact Checking: Wolfgang Baur, Michele Carter, Bill Slavicsek

TSR, Inc.201 Sheridan Springs

Lake GenevaWI53147

U.S.A.

TSR Ltd.120 Church EndCherry HintonCambridge CB1 3LBUnited Kingdom

ADVANCED DUNGEONS ft DRAGONS and ADEtD are registered trademarks owned by TSR,Inc. PLANESCAPE and the TSR logo are trademarks owned by TSR, Inc. All TSRcharacters, character names, and the distinctive likenesses thereof are trademarksowned by TSR, Inc. Copyright • 1995 TSR, Inc. All Rights Reserved. Random Houseand its affiliate companies have worldwide distribution rights in the book trade forEnglish-language products of TSR, Inc. Distributed to the toy and hobby trade byregional distributors. Distributed to the book and hobby trade in the UnitedKingdom by TSR Ltd. This material is protected under the copyright laws of theUnited States of America. Any reproduction or unauthorized use of the materialcontained herein is prohibited without the express written consent of TSR, Inc.

Sam

ple

file

Page 2: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

Sigil was alive. At least, the Cage seemed alive, what with the shoveand bustle of life pulsing through its streets. A body couldn't turnaround in the city without bumping into humans, modrons, tanar'ri,fiends, devas, bariaur —just about every known type of being (and afew of the unknown kind, too). There were petitioners, planars, and,of course, the ever-present (and ever-clueless) primes.

It's easy to spot primes who're new to the planes — they've gotan addle-coved look on their faces. Fact is, a group of 'em stood fiatin the middle of the road like a ghoul's breakfast, the rest of themultiverse flowing around them (and a berk or two picking theirpouches for loose jink). They'd heard of the endless planes where acutter could find things he'd never even dreamed of, but now, havingmade it to Sigil, they didn't know what to do next.

The group's fighter unfolded the large map they'd gotten from asage in Shadowdale. 'Course, the map was next to useless in thiscase — after all, few sages in the Prime know the dark of the planes.

"Okay," said the basher, his eyes roaming the map. "Thereshould be a door-thing to Glorium around here, somewhere. . . . "

'Wo, you fool!" snapped the rogue. "That's the gate-townfor Gladsheim. We're going to Bytopia. Where's its gate-town?"

"Don't know," said the basher, looking over the map,"but how far can it be?"

Just then, a low hiss cut magicallythrough the crowd, tickling their

ears and making them turnaround. The whisper snaked

back to a peddler and his standin a nearby alley — an alley that wasn't there a minute before.

The peddler grinned at them. They tumbled to the hintand moved slowly

*^~J toward

The peddler was ashort cutter - not short

like an elf or a dwarf butmore like a tall body

that'd been twisted downinto a humped shape.

The primes,though, were

'more interested inthe glittering objects

that danced in theair about him. Sil-ver skulls, leaves,

Sam

ple

file

Page 3: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

disks, and multi-pointed stars shone and spun like bright moons around a dead world."So, you're looking for the chant, are you?" asked the peddler. "Looking for . . . information?"The basher nodded, watching the sparkling objects. "About the Plane of Concordant — uh, I mean, the Outlands."The peddler let out a barking laugh. With a palsied hand, he reached up and snatched one of the skulls out of

the air. He offered it to the fighter like a piece of fruit. "Ask," he said. "Point and ask."The basher carefully took the skull in his hands, barely holding onto it for a second before

letting it go. It floated up and hung in the air, slowly turning to face him. He pointed atthe silvery skull with a cautious finger. "Okay, uh, what's the gate-town for Bytopia?

Clicking softly, the skull said nothing for a few seconds. Then it beganto speak, giving the quick chant on the town of Tradegate. The ped-dler smiled, and a sale was made.

The primes moved away from the stand, passing the skull backand forth among themselves as they bumped their way through thecrowded streets of the Cage. The rogue took a last look around, butthe peddler, his wares, and the alley itself had disappeared.

USING +HE

NEW +e +HEPLANES, ARE Y 0 U ?T H 0 U G H + S 0 . i+-s +HA +

1_©©IC ef W 0 N D E R IN Y©UREYE. THE UNCER + A IN + YIN Y©UR S+EP. T H A + , AND +HE" B © B I T I E " S I G N s © m E © N E ' s

I N e R J , A®f SIGIL .

GREEN P

S + UCK +© Y©UR BACK.This booklet is a handy travel guide to the Outlands, one of the many OuterPlanes. The Outlands can be dangerous, and cutters new to the area need to ~~ " ** *"know the dark of things — where to go, who to see, and what to do. 'Course,often more important is who and what to avoid, and that's here, too. +© A

The first part of the booklet is a general introduction to the Outlands. Ittalks about the mimir, a new magical item that could become a cutter's best friend. Then, it gives an overview of theOutlands itself: how the place works, how to get around, and how to handle magic.

The bulk of the booklet is a more detailed look at the gate-towns and other locations that a cutter might want toexplore (or avoid). While these sections don't tell a body all he might like to know, they'll most likely spare him fromtoo quick a death.

All of this material is for players to read, consult, debate, and interpret. Some of it is further expanded upon inthe PLANESCAPE™ Campaign Setting, and some of it is brand new, revealing locations not covered in that product. Thisbooklet also contains rumors (adventure hooks) that a DM can use to craft his own adventures in the Outlands.

USING +HE CDThe compact disc that comes with the booklet gives the dark on the planes in general and the Outlands in particular.Fact is, the CD's got all of the knowledge of the mimir (further detailed on page 4), which the players can buy, steal,find, or have given to them. During the game, the players should usually have free access to the CD (by asking themimir a question and then playing the appropriate track). However, the DM should control that access when needed.For example, if the mimir is under the effects of a feeblemind spell, it'll just spit gibberish out of its bone-box, andthe DM should tell the players to play the malfunction track.

The back cover of this booklet shows what's found on each track. The players are welcome to listen to them allright away - in other words, their characters ask the mimir about all of the topics in the track listing. 'Course, theymight pay the music for being in such a hurry. Later in the game, they might find themselves running for their livesfrom some particularly nasty bloods, unable to remember just where they heard how to give 'em the laugh.

A W©RD 0 f WARNINGThe chant in this booklet and CD is treated as coming from sources in the Outlands. Some of it might be misguided,misinformed, or just plain wrong. What's more, the DM can modify or ignore material to suit his own PLANESCAPEcampaign. Players who slavishly follow the information in the booklet or CD shouldn't flap their bone-boxes if theircharacters get stuck in a bind. Pointing to a reference in this product doesn't overrule a DM's decision, berk.

As far as the planes are concerned, let the Clueless beware, and pity the poor sod who treats the chant as theabsolute truth.

• 3 •

Sam

ple

file

Page 4: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

mimiRThe mimir (pronounced mih-MEAR, and also called theWell of Knowledge or the Speaking Skull) is a minormagical item available for sale in Sigil. Basically, it's adevice that gives answers to spoken questions, as longas those answers have been recorded by the mimir'screator. Mimirs can shed light on any number of sub-jects that are dark, but the most common type gives abrief tour of the Outlands and its gate-towns.

Mimirs come in many forms- disks, cubes, leaves,stars, sunflowers (popular with drttids), human andanimal skulls, and plenty of other shape^S^hey'reall made of an unknown silvery metal,might be what makes 'em work. The metalshines and reflects light with a rainbowhue. If a body looks close, he'll_see finelines drawn in tight patterns oversurface.

To hear what a mimiiisay, its owner justand asks a question. It'll clickfor a few seconds, searching forany chant it has on the subject.If it finds any, it'll speak up, giv-ing the answer in an instructive,conversational tone.

A mimir can also tell a bodywhere he stands in the Outlands,but only in a general way. It can'tgive exact distances or location, butit'll say which ring outward from thespire he's standing in. That's an impor-tant thing to know, berk, because thecloser a body gets to the spire, the moremagic drops away.

Mimirs only work on the OuterPlanes. If brought to the Inner,Astral, Ethereal, or Prime MaterialPlanes, they'll just babble a load of gib-berish. Take it back to the Outer Planes,though, and it'll work again.

Certain spells can block a mimir, too. Adispel magic will temporarily stop it from working, andspells such as feeblemind will make it babble. It won'twork in a silence 15' radius or a dead magic zone, but itrecovers instantly if taken out of the spell's reach.

These devices don't often get lost. They float natu-rally, and follow their owners just like ioun stones.'Course, that means it's easy to mark a new prime -he's the one with the skull bouncing along behind him.For this reasen, most folks keep their mimir in boxes,backpacks, or sacks. But they've got to take it out to useit. A mimir won't work unless it's floating freely,whether in air or in water.

No one knows the dark of where mimirs comefrom, but they're commonly for sale in Sigil and thegate-towns, usually from peddlers or berks in taverns.Some say they come from the chaotic good planes, butmany a sod who's found their chant barmy or out ofdate has sworn they were spawned in the pits of Baator.Most mimirs sell for about 2,000 gold pieces, but asharp cutter has a better chance of getting one by trad-ing for another magical item. One mysterious peddler inSigil who sells mimirs often takes other magical itemsin trade, including cursed^&fies.

A mimir should f̂ee treated as a metal object whenfiguring a savinjj«*nrow against damage.

©f +HEU+IANDS

The Outlands are known to theess as the "Plane of Con-

cordaJrkQpposition." (Fact is,they get most of the planar

names wrong, which is asure way to mark a prime.) Just

one of many Outer Planes, the Out-lands are still a very unique place. For

starters, it's got entrances to everyother Outer Plane, making it a centralclearing-house for all sorts of planar

beings. And then, of course, there'sthe spire. A body'd have to be blind to

miss that — it rises up out of the middleof the Outlands, infinitely tall, with the

city of Sigil hovering on top.The spire's a good example of

how primes worry too much. Theyalways want to know how some-

thing that's infinitely tall can havesomething else on top of it. But that

kind of thinking just drives a berkbarmy. In the planes, things are the waythey are, and it's best just to leave it at

that.Another problem is that primes figure their

out-of-touch universe is the center of everything.When they found the Outlands — a plane connected

to all other Outer Planes — they had to cobble up aquick reason why it couldn't be the center of the multi-verse. So they called it the "Plane of Concordant Oppo-sition," the idea being that the Outlands are opposed tothe other planes.

Nothing is further from the truth, berk. The Out-lands (sometimes just called the Land) are at the centerof all things, with gates leading to the other planes. Atraveler headed for one of those planes just has to use

• 4

Sam

ple

file

Page 5: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

the right gate. 'Course, creatures from the other side cancome through the gates, too, so a berk's got to watchhis step.

The gates see a lot of use in both directions, sofolks figured it'd be a good idea to build towns aroundeach one. These settlements are known as gate-towns,and each is described later in this booklet (starting onpage 8).

Funny thing about gate-towns, though - theyreflect the mood of whatever plane their gate leads to.For example, the poor sods in Bedlam are half-barmy(some would say more than half) just from living nextto the Gate to Pandemonium. Even the town itself cantake on the mood of a plane, buildings and all.

Fact is, if the mindset of a town gets too morallyand ethically aligned to its plane, it'll get suckedthrough the gate. The whole burg just disappears fromthe Outlands and moves to the other plane. If the townof Excelsior gets too good and too lawful, for example,then it'll join the choir on Mount Celestia.

What happens next depends on the town. For someplaces, another copy just pops right up out of nowhere,taking the place of the original. Other towns, though,won't be copied. They'll have to be rebuilt by any cut-ters willing to lift a hammer. In any case, when a town'ssucked away, the gate stays. 'Course, itmight be a bit worse for the wear,but folks can't really say. Evena planar doesn't know thedark about everything.

But remember, berk — thegates work both ways. If a town cango through, it can come back out. Parts ofthe Outer Planes that don't measure upmorally and ethically with the rest oftheir plane can break off and slide intothe Outlands. For example, if a paladinbuilt his home on evil Baator, it justwouldn't work. Sooner or later, his placewould drift back to the Land (and goodriddance, the baatezu would say). This usu-ally only happens to spots on the upper levels ofthe plane - the stuff farther down is pretty wellanchored. And given the endless nature of planes, suchswapping back and forth is minor.

Besides the gate-towns, the Outlands have a goodnumber of other spots a traveler should know about.Some are just small villages, but some are the realms ofpowers who like the unaligned, free-wheeling nature ofthe Land. 'Course, a truly evil power setting up shop inthe Outlands suffers the same problem as the gate-towns. That is, Loki can create a citadel there and fill itwith malicious berks, only to have it eventually slip intohis native plane. This means that most of the powers ofthe Outlands are neutral, or, at least, amoral - beyondthe ethical and moral definitions of most planars.

G +HR0UGH9U + UNDS

Between the gate-towns and other populated areas, thebulk of the Outlands is pretty much open, empty space.Here and there, a traveler'll run into sharp-toothedmountains, rolling hills, windswept badlands, andforests of all kinds of vegetation. But these places'veturned their backs on the "normal" rules for topography,geography, and climate. (Fact is, the Outlands map in thePLANESCAPE Campaign Setting boxed set is more sugges-tion than reality; DMs can mix and match terrain as theysee fit.) Also, with chunks of the Land always breakingoff or adding on, long-term structures like roads don'tusually last too long. A body has to make it on his own.

But there's another way for folks who don't feellike walking: taking a gate from Sigil. The city's got anumber of magical portals that lead to the gate-townsand some even go farther, right into the Outer Planes.These gates are real handy, but they tend to movearound. Smart cutters'll find themselves a local guide.

Those who do cross the Land on foot often com-plain that it drives 'em barmy. Journeys take a random

amount of time - as Outlanders say, "It takes as longas it takes, no more or less." A body can walk

from Rigus to Ribcage in a few days, onlyto find the return trip takes several weeks.

W

S 0 , Y©U W A N + +© K N 0 WW H Y +HE 0 U + L A N D S HAVE

B 0 + H DAY AND NIGH +WHEN + HERE'S N 0 S U N ©K S + ARS

IN +HE SKY?H A + ARE Y 0 U — C L U E L E S S ?

— mAXlFTlA TARS ar +HC DUS + fTlEN

For gaming purposes, though, figurethat it takes about three to eighteen days to

move between nearby points — for example, atrip from Hopeless to one of its neighboring gate-towns, Torch or Curst. For longer trips, just add up thepieces. So, a body going from Hopeless to Ribcage mustfirst get to Torch (three to eighteen days), and thenpress on to Ribcage (another three to eighteen days).Even if he tries to avoid any contact with Torch, thetrip'd still take from six to thirty-six days.

Here's another example: A body wants to go fromHopeless to Thoth's Estate. (Folks who've been to Hope-less know why all the sods in these examples wouldwant to leave.) First, it'd take three to eighteen days toreach the River Ma'at, then another three to eighteendays to follow it downstream to Thoth's Estate. By the

5 4

Sam

ple

file

Page 6: A Player's Primer to the Outlands - DriveThruRPG.comSigil was alive. At least, the Cage seemed alive, what with the shove and bustle of life pulsing through its streets. A body couldn't

way, Thoth's Estate and the city of Thebestys are theonly spots that don't follow the travel rule — they'rereally considered to be one area, and it takes little or notime to go between them.

The Clueless usually think that riding a horse'llmake a trip faster. Not so. It'll take the same amount oftime, no matter how a body goes. Then again, sods whoget lost in the Outlands might appreciate a horse - toeat. (Some planars do talk of a growing herd of camels,and another of buffalo, that've been brought into theLand and left to go feral.)

ITIAGIC IN +HE8 U + U N D S

It's happened plenty of times: A prime makes it to theOutlands, gets herself into all sorts of trouble, andwhips up a powerful spell or two to save her skin.Trouble is, if she's not standing in the right place ordoesn't have the right key, the spell's likely to fizzle.The dead-book's full of the Clueless who didn't knowthe dark of how magic works in the Land.

Here, the strength of magic depends on how far abody is from the spire - the center of the plane. (Anyberk who still has to ask how an infinite plane can havea center is in the wrong universe.) The direction awayfrom the spire is generally known as ringward or out-

ward (toward the ring of the Outer Planes), while thedirection toward the spire is called spireward or inward.

The Outlands are divided into concentric circles,though the borders of the circles aren't marked in anyway. As a body crosses these borders, magical abilitiesdrop away. In the farthest circle ringward, all magicworks normally (as normally as it ever does in theLand). But as a body moves closer to the spire, morespells are locked out, until at the spire itself no magicworks at all (except for Sigil, of course).

These circles are known as rings or layers, depend-ing on where a body's from. Natives of Sigil call themrings, and count outward from the spire to the rim.Bashers from the Outer Planes tend to think in layers,and so that's what they call the circles, counting inwardfrom the rim to the spire.

Table I below sums up how magic is affected oneach ring and layer. It's not just spells, berk - all spell-like abilities get knocked out, too. For example, abeholder's disintegrating eye is treated as a wizard'sdisintegrate spell, which is sixth-level. Neither'U workwithin the fifth ring or fifth layer. These restrictionsapply to magic for both wizards and priests.

All of the gate-towns sit in the outermost ring/layer, where magic isn't affected (except by the normalrestrictions of the Outlands). Most of the other impor-tant sites are found in the sixth, seventh or eighth ringoutward, since that's where the powers of the plane

TABLE I: mAGICAL EfffC + S IN + HE ©U + ER PLANES

RING

9th

8th

7th

6th

5th

4th

3rd

LAYER

1st

2nd

3rd

4th

5th

6th

7th

2nd

1st

Spire

8th

9th

10th

SPF.LL EFFECTS

None

9th-level spells annulled

8th-level spells annulled

7th-level spells annulled

6th-level spells annulled

5th-level spells annulled

4th-level spells annulled

3rd-level spells annulled

2nd-level spells annulled

All magic annulled

OTHER EFFECTS

None

None

None

Nongodlike psionic abilities annulled

Life-draining abilities don't function;illusions fail without proper spell key

Poison has no effect

Demigod powers annulled;no conduits may reach this ring

Lesser powers annulled;

no astral connections allowed

Intermediate powers annulled

All godly abilities annulled

• 6 •

Sam

ple

file