Library of Metzofitz Wiki
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Editor's Note: For legal reasons, much of the "fluff" writing on the various planes has been omitted from this page. If you wish to read the truly excellent writing for these outer realms, I highly recommend you pick up a copy of the book(s) in question and read them.

Planar Traits[]

For games using the rules presented in the Pathfinder Roleplaying Game planar adventuring book, two new planar traits are being introduced:

Essence Crystallization: This Realm has the rare property of manifesting solidified essence. Essence normally crystalizes in areas where extreme geological or metaphysical trauma occurs but some small growths and deposits seem to occur more naturally. (See page 43) Any character with an essence pool can spend a standard action to gather this energy to gain the temporary essence stored in a crystal for 1 minute. Using this temporary essence to summon a constellation causes the constellation to vanish when the temporary essence expires. Crystallized essence that has a descriptor such as [fire] or [good] can only be invested in veils and abilities with those descriptors.

Interdiction: The energies of the Quiet Lands are incredibly hostile to outsiders with the aligned subtypes of [chaotic], [evil], [good], or [lawful]. Such creatures must make a Will save against a DC of 10 + their hit dice + their Constitution modifier to utilize a portal or respond to a [summoning] effect. Casters attempting to summon a creature of this type also must make a caster level check against this DC of fail to summon. Additionally, any such creature that is successfully summoned or otherwise suffers a penalty equal to half its hit dice on all d20 rolls while in the Quiet Lands.

Surging Essence, Minor: This realm is blanketed with the diffuse akashic echoes of its past generations and eternal spirits. Any character with an essence pool can spend a full-round action to gather this energy to gain 1 temporary essence for 1 minute. Using this temporary essence to summon a constellation causes the constellation to vanish when the temporary essence expires. Surging essence that has a descriptor such as [fire] or [good] can only be invested in veils and abilities with those descriptors. Gathering surging essence that has an alignment descriptor is considered an act of the same descriptor and may have alignment consequences at the GM’s descretion. A nexus in a Plane or Realm that they have a convergence with is immune to alignment-based consequences of using essence from that plane.

Surging Essence, Major: This plane provides 2 points of essence when gathered. Aligned essence in these planes inflicts temporary alignment changes. These temporary shifts last as long as the temporary essence.

Planes[]

The Cloud Stairway (The Mists)[]

The Shifting Corridor, The Narrow Skies

Coiling mists and swirling clouds hide mysterious islands from view.

Category Emergent Transitive Plane (True Neutral)

TRAITS

  • Gravity light
  • Time normal
  • Realm unbounded
  • Structural sentient
  • Essence mixed
  • Alignment non-aligned
  • Magic enhanced (air descriptor spells and spells granting concealment or bonuses to Stealth), surging essence, minor

DENIZENS

Core Divinities None or unknown.

Other Divinities None or unknown.

Known Eternals Aphiti the Wanderer

Outsiders air elementals, djinni, kirin, valkyriesB3

Petitioners none

Hazard: The Mist (CR 11)[]

While the Cloud Stairway is a beautiful and wondrous transitive Realm, ultimately it is also a wound in the fabric of reality. A planar rupture that slowly dances between newly formed boundaries and connections and shifting tears that render its few static qualities in flux. A symptom of this is the warping gaseous matter called the Mist. This substance demonstrates a strange animalistic consciouness that suggests sentience but no psychic or mentalist has eve made contact with it. When exposed to the mist for at least 1 hour consult the table below:

Roll 1d10 Effect on creature (DC of 22 +1 per hour)
1-4 Transform to GMs choice of monster (as per polymorph any object)
5 Gain a GM’s choice of Corruption (Will resists).
6 Memory Loss (Will resists)
7 As per feeblemind
8-9 As per a helm of opposite alignment
10 Roll twice ignoring results above 9.

The Dark Shogunate[]

The Lost Kingdom, Grave of the Sixth Empress

A realm of mountain vales and golden fields

Category Splinter of Nullus, Outer Plane (neutral evil)

TRAITS

  • Gravity normal
  • Time normal
  • Realm unbounded
  • Structural lasting
  • Essence mixed
  • Alignment mildly evil-aligned, mildly neutral-aligned
  • Magic enhanced (spells and spell-like abilities with the [evil] descriptor), impeded (spells with the [good] descriptors), minor surging essence ([evil])

DENIZENS

Core Divinities Izanami.

Other Divinities

Known Eternals Izanami.

Outsiders kami, kytons, oni, Valkyrie (fallen)

Petitioners bleakeyed (shadowy figures that shift in the light once, pale and calm alternating with rotten and angry)

  • Qualities resistance 10 to cold and electricity, +2 Strength

The Kingdom of Five Emperors[]

The Home of Keepers of Wise Breath, Lands of Watching Balance

A series of five orbiting realms and the Layer the Kingdom is a land where the Emperors of Concordance hold their grand courts.

Category Realm of Concordia, Outer Plane (true neutral)

TRAITS

  • Gravity light
  • Time normal
  • Realm immeasurable
  • Structural morphic
  • Essence mixed
  • Alignment strongly neutral-aligned
  • Magic enhanced akasha, impeded (spells with [law] and [chaos] alignment descriptors)

DENIZENS

Core Divinities unknown

Other Divinities unknown

Known Eternals The Five Emperors

Outsiders aeons, psychopomps

Petitioners thoughtful (slightly improved versions of their mortal forms with stray depths in their eyes)

  • Qualities resistance 5 to acid,cold, electricity, fire, and sonic, +2 Wisdom

The Quiet Lands[]

The Retreat of the Grand Censure, Mist-veiled Land of Crystals

Sequestered Realm of Moral Interdictions

Category Outer Plane Realm of Nullus (True Neutral)

TRAITS

  • Gravity normal
  • Time normal
  • Realm finite
  • Structural lasting
  • Essence mixed
  • Alignment neutral
  • Magic essence crystallization*, impeded (spells with any alignment descriptors), interdiction, major (outsiders with [Chaotic], [Evil], [Good], or [Law] subtypes)*, isolation* (only accessible through the Cloud Stairway or restricted portals on the Lattice or Gates of Skyfire)
  • Isolation: The Quiet Lands suffer a disrupted relationship from the majority of the Multiverse. Magic such as the plane shift spell and similar psionic abilities fail when attempting to enter the plane. Only portals along the Lattice, the Cloud Stairway, and the Realms own Gates of Skyfire connect it to other Planes. Rumors of specifically prepared crystallized essence overcoming this limitation are common enough to be true.

DENIZENS

Core Divinities None.

Other Divinities None.

Known Eternals The Guardians are widely speculated to be Eternals.

Outsiders aeons, constellation servitors, void angels

Petitioners evenminded (sparkling auras of essence)

  • Qualities resistance 5 to cold, fire, electricity, and sonic, +2 Wisdom  

The Realm of Valhalla[]

The Ever-Glorious Fields, Home of the Honored Dead

A realm of mountain vales and golden fields

Category Realm of Asgard, Outer Plane (chaotic good)

TRAITS

  • Gravity normal
  • Time normal
  • Realm unbounded
  • Structural lasting
  • Essence mixed
  • Alignment strongly chaos-aligned, strongly good-aligned
  • Magic enhanced (spells and spell-like abilities with the [chaos] or [good] descriptor), impeded (spells with [law] and [evil] alignment descriptors), minor surging essence ([good] and [chaos])

DENIZENS

Core Divinities Freya*, Odin*, Thor*, other Asgardian Gods.

Other Divinities None

Known Eternals Brunhilde, Freya*, Odin*, Thor*, other Asgardian Eternals.

Outsiders angels, azatas, einherjarB4, hundunsB5, proteansB2, valkyriesB3

Petitioners valorous (perfected forms with misting breath regardless of climate)

  • Qualities resistance 10 to cold and electricity, +2 Constitution

*=There is some argument among the faithful as to whether or not the Asgardian pantheon is solely Eternal based, if their gods are in a zenith state, or if in fact the pantheon has suffered a vengeant division rendering sets of both Eternals and Gods with the same identities. This may explain some of the inconsistency travelers experience when entering Valhalla as that its manifestation is likely biased by each group of divine powers.

Sugarland[]

Sugarland is a demiplane of hell used by devils to lure children away from their families. Devils create dastardly one-way portals to Sugarland in forests where kids play, in the back of closets and even in fairgrounds or other places where they might be enjoying themselves. The lord of this demiplane is an enigmatic pit fiend known only as the Chocolate King. He encourages his devils to disguise themselves as friendly creatures and invite children to play with them in their candy-filled wonderland. Once there, the children are either devoured or pressed into hard labor in the service of the Chocolate King. Few, if any, escape this sticky-sweet torture chamber of a land and only the sparkle princesses oppose the Chocolate King in any real capacity.

Food[]

The landscape of Sugarland is edible- literally made of candy and other confections but it is a harsh landscape devoid of most nutritional value and eventually eating candy for breakfast lunch and dinner will make you sick. While food is ever-present, anytime a creature makes a meal out of the environment the creature must make a Fortitude save (DC 10). If they fail, the creature throws up its meal (gaining no nourishment) and they gain the sickened condition for 1 hour. The DC improves by 2 for each meal of Sugarland candy they ate within the last week. The natural candy of the entire demiplane is magically warded against decay and regrows at about an inch a day. Any candy taken from Sugarland turns into an equal weight of fecal matter if removed from Sugarland.

Water[]

All naturally occurring water, including rain, is instead replaced with a high-sugar alternative like chocolate or soda. This causes things to become sticky and unpleasant rather quickly. Thus any sort of fresh water is at a premium (1 gp per gallon) and distilling water from their high-fructose alternative takes skill (DC 20 Survival check) and 1 hour per gallon. Drinking the natural liquids of Sugarland has the same effect as the food requiring an independent Fortitude check (DC 10) – failure causes the creature to vomit (gaining no nourishment) and become sickened.

Escape[]

Leaving the demiplane is difficult. Attempts to simply leave via a spell or supernatural ability, like plane shift fails unless the caster can successfully make a DC 25 caster level check. Failure on this check renders the caster (or any target of the spell) unable to leave by that spell for 24 hours. There is a pervasive strong aura of abjuration that can be sensed over the entire plane. A debatably easier method of escape is via one of the mirror-like portals to the material plane found in the Chocolate King’s keep or in the domains of one of his generals.

This information can be determined with a DC 20 Knowledge (planes) check or by gathering information from the local resistance fighters.

Travel[]

There is no specific geography to Sugarland and, while there are "places" their relative distance and location are in a dizzying state of constant flux. One day it may only take 20 minutes to walk from the Gumdrop Mountains to the Great Fondue Falls through the Forest of Birthday Candles and the next it might take 18 hours to walk from the Gumdrop Mountains to the Great Fondue Falls because the Glitter Desert now lies between them. There is no exact time when this occurs and things seem to just "meld" into one another. This results in an effect that is similar to a maze spell. For every 6 hours spent, a creature must make a DC 20 Intelligence check, DC 30 Knowledge (planes) check, or DC 30 Survival check to continue on the right path towards their target. If traveling in a group, all creatures may attempt a check and only one need pass the check. If they fail they have lost their way and will find themselves in a shifted part of the world. This could mean they arrive at a different landmark then intended, find themselves walking in the same area for the next 6 hours, or even find themselves back at the place they started.

Encounters[]

Sugarland is intended as a plane typically assigned a higher CR value. It is treated like Hell (or the equivalent in your setting), though it typically has +4 level CR.

Summary of Effects[]

  • FOOD: If a creature makes a meal out of the environment the creature must make a Fortitude save (DC 10). Failure causes the creature to vomit (gaining no nourishment) and they gain the sickened condition for 1 hour.
  • WATER: If a creature drinks the liquid of Sugarland the creature must make a Fortitude save (DC 10). Failure causes the creature to vomit (gaining no nourishment) and they gain the sickened condition for 1 hour. This is independent of the food effect.
  • TRAVEL: For every 6 hours spent moving in Sugarland a creature must make a DC 20 Intelligence check to continue on the right path towards their target.
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