The Doc Multiverse – Planescape – Outer Planes & Astral

I’ve been asked before to catalogue all the crazy ideas and lore I’ve created for my own “multiverse” of sorts. Broken up by world and setting, here is a list containing various new/rebuilt ideas as used within the TSR Great Wheel cosmology and beyond. In the case of this page, this will catalogue most of my crazy ideas for the Planescape and Spelljammer settings! Should I create more things, I’ll try to update this too.

Planescape Campaign Setting

Fantasy on the edge.  The AD&D Multiverse given new life through the powers of belief.  Explore the planes and perhaps even shape them through philosophy and ideals.

 

The Outer Planes
The Powers of Belief and the Afterlife

    • Abyss, The Endless Layers – The nightmarish realm of evil chaos and demons.  More found here.
      • The Gentleman Caller’s Hideaway, The Abyss – During multiple cataclysms in The Lands of the Mists, an incubus has found himself returning to his home plane. And more so, he finds himself in a particular hiding place in the plane. It is here that one can find damning details of the dark demiplane, since he was brought back once the cataclysmic events ceased.  More found here.
      • Layer # Unknown – This layer is built up as some fiendish work station. Oddly orderly looking for a demonic layer, there is a deeper truth. Here, chaotic essences are perfected and used against others. Their latest concept takes from the Elder Elemental Eye, twisting that essence into a plague capable of creating demons.
      • Layer 53 – A somewhat out of place arena, for both demons to prove their skill and foolish mortals to attempt the fates of survival. All in all, one of the safest layers to visit as a guest.
      • Layer 439 (?) – The Sylvan Cysts were originally created by demons to spite their tenuous relationship with their dark priests. Currently, the Unseelie fey have been harnessing this pocket to their advantage to further spread their dark fey influence upon the mulitverse.
      • The Feral Wyld – A corruption of the Beastlands, forged by a pact made between the Unseelie Court, the fiendish powers of the Lower Planes and malicious gods of nature. This realm acts similarly to Antorek, but as a far darker reflection. The purpose is returning life to brutal savagery and showcasing the worst that nature has to offer.  Its connect to the Abyss is technicality.  More found here.
    • Acheron, The Eternal Battlefield – The harsh plane of eternal tactical warfare. Those here live and die in the name of depersonalized onslaught.  More found here.
      • Avalas – The most well known layer of the plane, the quintessential forever battlefield. The planes, as always, work mysteriously. While the Rakshasa are chess masters here, two rival clans have been warped by the competitive and violent nature of the plane. Their desire is using a desired army as a proxy against their rival. Each time, the clan sends a chosen group to fight the other clan’s chosen group. One side ultimately prevails and the cycle continues. However, other fiends, as well as gradually frustrated Mercykillers, have their own reservations on this.
      • Thuldanin – Even realms disconnected from the Wheel have found their way here. While The Master of Hule is likely no more, many of his forces who “escaped” oblivion found themselves here. Curiously, they’re lead by an exiled Glantrian Wizard whose busy looking to settle his own vendetta. Curiously, they’re the only thing in this layer to avoid petrification, even though the warband doesn’t exactly come across as healthy.
      • Ocanthus – The Desecrated Citadel marks a surprisingly vindictive side of Wee Jas. Distant tales tell of a similar rival deity impeding upon her territory. Wayward denizens from a Nerath fear that the so-called “Raven Queen” was slain by Wee Jas, while this is fortunately debunked. However, any record of this shadowy being is otherwise lost to the ages. Only the shell of a divine realm is all that’s left. It’s meant to be empty, even Wee Jas’ devout are rarely allowed near it and she refuses to talk much on the matter. All that is known is that she faced an injustice, which didn’t go unpunished.
    • Arborea, the Olympian Glades – Benevolent chaos, the home of the Eladrin, the gateway to the Seelie Courts and a shelter for all means of goodness and freedom.  More found here.
      • Free University – one of the many odd experiments of the plane. The people involved believe that everyone can learn something new, but it doesn’t have to require rigid structure or hierarchy. Students and teachers can easily swap positions and classes have a casual and almost improvisational feel at times. Many “legitimate academics” openly protest this establishment, decrying it as false.
      • The Lodge of Pure-in-Progress – The home of a bariaur that was converted into a rehabilitation clinic.  It allows for all means of planar addicts to seek solace and control their issues. These addictions need not be the ordinary, several are people who became addicted to the goodly nature of the plane of Elysium. A particularly uneasy client was a soul-gambling bard forced to face not only that vice, but their inevitable doom in the Lower Planes for their misgivings. The owner also engages in group meditation on the empty layer of Pelion. This meditation is quite strong and powerful, perhaps dangerous if misused. Some participants have literally lost themselves from it, leaving behind eternally preserved bodies.
      • Secret Layers of Arborea – The eladrin are quite misunderstood. But, in all fairness, they keep many secrets to themselves. Among them is the fact that there are actually more layers to Arborea than meets the eyes. Accessing them is usually a challenge. In truth, Free University is its own layer, one which can be found without much issue. It begs the question what does go on within these layers. Given the nature of the natives, nothing bad at least. Guests who have brought this up to eladrin have often found themselves tricked in some manner, usually with the eladrin fleeing in the process. These gags are never malicious or harmful though. However, one case accidentally lead a raft full of eladrin to abandon one curious basher.  Said rattlin’ bone box had to swim frantically in empty waters of Ossa.
      • The Seelie Court, Primary Resting Plane – A wandering demiplane dedicated to the Seelie Fey Court.  These are the “good” fey who value the pure and beautiful.  More found here, here and here.
        • The Inner Circle – Titania’s divine dominion, where other sylvan-related deities and permitted archfey are allowed
        • Oberon the Faerie King – While less interested in politics, he has mended relations with the Wild Fey.  Likewise, his distaste for Corellon has earned him some acclaim while making enemies of others.  While not as politically active, he is genuinely equal to Titania.  More found here.
        • Citadel Senaliesse – Home to a former Summer Court Sidhe who turned stag and aligned with the Seelie. She doesn’t quite fit in, but tries to take part in courtly duties. The citadel and its residents have become a soar spot for the Summer Court and a talking point among the Seelie when the Summer sidhe step out of line.
        • Gilded Gate – A secret portal between the Seelie Courts and the Gilded Hall of Arborea. Several seelie have used it to mingle with traveling Sensates and the celestial Eladrin.
        • The Dream Pool – A “Mirror Plane” that allows the Seelie to observe the Prime Material, by creating a temporary mobile gate. Unless a subject is truly desired, the court won’t use the sifting portal to pick up any outsiders.
        • The House of Flowers – A religious guild dedicated to Corellon, as well as the proclamations of a son called “The Rose King”. Following the son’s death, they turned more extreme against all enemies of the Seelie… too extreme. They aren’t afraid to kill anyone they deem an enemy of their mission. Titania doesn’t know the extent of their malice and hatred.
        • The Mourner’s Rosebush – A living weapon of the Seelie, perfected by the House of Flowers. These monsters latch their thorns onto a victim and drain their minds, also seeding them with spawn. Said spawn devours the mind before eating the body and growing a new one. They are akin to Mind Flayers, in a sense.
    • Arcadia – The Plane of Perfect Order.  This is the ideal of perfection itself, action done for the greater good and carried out for the good of all.  More found here.
      • The Hall of Honor – Within the layer of Buxenus, The Society of Duty has emerged as a rival to the Harmonium, and perhaps rightfully so. The loss of the layer of Nemausus brought distress to many. As such, while they exist to bring about their vision of greater good, they also police the Harmonium within the area to the best of their ability. And by that, they help to encourage them towards more good perspectives. It is their belief that their balance will restore Nemausus and enact more good-aligned change within the plane itself. Within their hall, they record all means of “Super Heroics” or their take on fighting crime in an honorable and noble manner. The residents are ironically quite flamboyant in their presentations and personas, compared to an otherwise reserved and conservative plane.
      • Mount Clangeddin Outposts – The Clangeddin Dwarves are already a staple of the plane, especially the layer of Abellios. However, they have since expanded their horizons by placing outpost stations near portals, to greater enhance their reach and services to those in need of them.
      • Studio of the Perfect Square – Precision, daughter of Prespos, is the artful epitome of the plane. All of her works reflect a perfected craft. In addition to looking clean and complete, her pieces are meant to inspire and empower. Much of this comes from her own negative experiences on other planes and as a means of giving back to others.
    • Baator, The Nine Hells – The Plane of Oppression, Totalitarianism, Corrupt Order; Home of the most Evil form of Law.  More found here.
      • Avernus – Rumors of a holy city taken into Avernus seem to be hit or miss, considering a similar thing happened not long ago. Either way, stranded Paladins do what they can to avenge their fallen temple and smite the awful creatures within their home domain. Curiously, a mage who fought against “The Bhaalspawn” is stuck in this layer.
      • Dis – The Infernal Ruler of the layer has implemented an extra means of security. His new infernal machines are automatons in his image. All shall know that Dispater watches. The rather garish decorations and weaponry prove rather distracting though.
      • Malbolge – Malagard the Hag Countess’ tragedy was known throughout the planes. Her bid for power unraveled her, leaving Glasya to seize space and further spite Moloch the disgraced Infernal Lord. However, all of this is according to the hag’s wicked plan. She desires to use all means of hellish pawns in a game of ascension into true godhood. And from there? She seeks to reclaim much of Malbolge, for now.
        • Future Horrors- As per the fears of Asmodeus and Glasya, the Countess succeeded in ascension. For once, an outsider triumphed over the glorious leader of the Hells… a mistake that Asmodeus strives to correct. And in revenge, the Countess has taken much of the layer as her domain for now. While it has changed her towards Law, she doesn’t mind. The land warps and changes, a compromise between how the plane once was and now. All that belonged to the hag’s body either dissolved or changed.  More found here.
      • Nessus, Baator – Asmodeus has looked into Moloch as a means of finally stopping Malagarde, while chastising his daughter for her failures.  More found here.
    • The Beastlands, The Vast Wilderness – Ideal wilderness, boundless and free! Beast spirits act on instinct while protecting the glorious savage lands around them.  More found here.
      • The Shapers of the Organic – A sect that’s more at home in Bytopia, but somehow formed here. Their ideal is that life can be reshaped and rebuild, so long as its done through mutual trust and consent. The end result is living towns and tools, something that can be rather ghastly for the uninitiated. The rest of the plane simply tolerates the group, so long as they stay within their place. It helps that exploitation is almost unheard of (save for banished crafters gone rogue) and all parties are mutual. The founder came from an arcane version of Terra known as “LaTerre”, the same world as the Amberville family of Mystara.
      • The Shadows of Brux – Cross contamination between The Beastlands and the Demiplane of Shadows is only known to a few. Creatures of shadow find themselves rebuilt in the ways of good. Likewise, shadow essence has been infused into spirits who wander into the attached demiplane. It hasn’t been uncommon for Beastland descended spirits to hunt down evil entities within the Shadows. Elements of dulled color as well as sharp light and dark contrasts have manifested upon Brux where dimensional linkage is particularly strong.
      • Sylvan Influence – Several beings of both the Seelie Court and the Free Fey Lands of the Good Kingdom have made an impact on the plane somehow.
      1. Skerrit, God of Centaurs – The Good Kingdom realm of The Glades of the Hooved Wardens are lands controlled by centaurs. Many still revere the mighty deity. However, distance has allowed for more extreme distortions to manifest.
      2. The Unbroken Beasts – The Beastfolk of Antorek (and the Demonic Feral-Wylds) have seen refugees in search of goodly forces. This colony has powers like the other realms, but its changing magic only affects those who will it to.
      3. Neutral Meeting Grounds – Both Seelie Court representatives and Guardinals have found there way to quiet spots within layers to discuss common matters between the two groups. Even the celestials of Arborea, the Eladrin, have gotten involved.
      • Dieties of the Nations upon Turtle’s Back – While pigeonholing all of them into this plane, nicknamed Happy Hunting Grounds, is a gross stereotype that should not be considered; many Powers still station themselves within this plane. Names like the Crow Mother, the Master of Bears, the Solar Lord of Bison are known, while countless others are rightfully not. In fact, a being who revealed themselves as The Healing Sun shuddered at the thought of being in the Beastlands. This Power in particular is quite proud of their place within Bytopia.
    • Bytopia, the Twin Paradise – A plane of organization, action and cooperation. Mutual aid and the ideal work day are common themes for Bytopia.  More found here.
      • The Bytopian Sects – Three divisions of a planar adventure guild have formed, mutated and splintered over the ages within this plane. Much overlap exists between the progenitor and its splinters, but they’re each quite different
      1. The Twin Paradise Exploration Guild – Firmly established for ages, their premise is a simple one; work for supplies within the layer of Shurrock and refine your goods within the layer of Dothion. All in all, do good with your craft and take joy in what you do. In a sense, they embody many of the core ideas of the plane itself. The leader of this somewhat simple enterprise is an exiled gnome, Findlum Twingefelt, from the prime world of Krynn. To his peers, he was corrupted, not a true Minoi! His desire for purpose and structure lead him through the City of Doors into Bytopia
      2. Conservationists – Farmers, druids and traditionalist crafters disagreed with the methods of Findlum and his guild. They wanted a more rugged outlook to their work. Many modify the environments to their needs and study how the celestial wildlife adapts to it. Others take up crafts that are less disruptive the environment. Many just use the rougher environment to build themselves into the best version that they’re capable of being. Their disapproval of the guild’s harvesting methods are well known. Great lengths are considered to avoid the two sides getting into a fight.
      3. The Twin Sky Guardians – Traveling in a sky ship, this group of rescuers, rangers and others travel to ensure that travelers remain safe in their journeys between the layers. At times, they’ll even go out of their way to ensure safety of those on the layers themselves. The bird-like aarakocra are common members of this protective service, due to their knack for flight. Even the Elemental Good forces of Air have lent services to the cause.
      • The Mediated Marketplace – The most ethical form of capital in the multiverse. Here, all prices and arrangements are fair and both parties know what they’re getting themselves into. This place represents the fine fruits of one’s labor. However, outsiders must earn respect and trust to use the marketplace. Often, enough good acts or proper work is all it takes. But, some are required to do more service somehow. Due to several policies, battlements of any sort are quite rare. However, some exceptions have been made for certain particularly respected vendors. For extra security, merchant-priests help maintain the environment and bless the layout to truly be its best. When it comes to commerce, they are likely the most reliable source in the planes, without the risk of losing something great in return.
      • The Hall of Considerable Wonder – Compared to many artifice showcases on the prime, this hall is far more wholesome and less influenced by destructive urges. Forgers and creators of Bytopia gather together to show some of their most magnificent works. It is unlikely that you’ll ever see anything used for combat here, as such things are greatly frowned upon the plane. Curiously, the largest population within the staff consists of Rogue Modrons. Many of these modrons have chosen good while converting back to law.
    • Carceri, The Tartarun Prisons – A prison realm built upon survival.  More found here.
      • Porphatys – Yelkantar is one of the creatures barmy enough to dwell here. The Demodand alchemist takes an odd joy in brewing potent and disgusting potions.
      • Agathys – Oublié, a secret cell of forgotten captives. Prisoners that time forgets have a habit of ending up here. With no proper wardens and no provisions except redundant escape blocks, the inmates are running the asylum.
    • Elysium, the Blessed Fields – A plane of unending love and kindness. It’s no wonder that many who enter never leave. This plane carries much of the River Oceanus.  More found here.
      • The Village of Amoria – A curious site consisting of guardinal celestials and planars living together in harmony. Two guardinals in particular watch over the workings of the village, a lupinal and a procyal. Daily activity and work mostly consists of leisurely activities such as catching bugs, collecting art and picking fruits from trees. Gifts have even manifested for residents.
      • The Aasimon Council – A recent and possibly concerning angelic development. Within this round meeting hall, several angelic beings protest and contest over one simple, they should oversee Elysium while the Guardinals should oversee The Beastlands. That said, meetings are never negative or hostile, with arguments against outsiders remaining calm and rational.
      • The Happy Hikers Grounds – Built off a pun, they otherwise mirror many of the aspects of the layer of Eronia. Like the layer, they derive happiness and peace from a challenge in life. They say that the higher points of the peaks has a truly inspiring “sunrise” unlike anything seen upon the Prime. Their daily pilgrimage up the cliffs is mostly to be treated to such unfathomable beauty.
      • The Swamp Ship Gerrick – A massive steamboat created by a gnomish inventor travels the mist coated layer of Belierin. While this place is said to house contained threats against good, the ship doesn’t mind. In fact, it smites them upon contact. The eponymous Gerrick runs the transport vessel, as a multitude of frog-like spirits act as the staff. While this layer isn’t entirely safe outside of safehouses and protected villages, this is about the safest one can be within the layer. It often travels the Oceanus, or at least between the layer’s points.
    • Gehenna, The Churning Towers – Churning towers and endless smog make up this plane of torture and terror.   More found here.
      • Krangath – The Citadel of Death is a Daemonic secret that might date near the baernaloths. Perhaps. It is where the forces of the Four Horses of the Apocalypse gather. Originally from a “familiar dimension”, this daemon cult quickly became prominent in the underground. These ‘loths believe that they follow the truest essence of evil, the true way for daemon kind. Their obsessions with different kinds of death manifest in different ways, even slowly awaken the powers of the Four Horsemen.
      • Mungoth – A secret research facility exists within here, beneath banks of acidic snow, controlled by a society of liches. Darkness infused loths have emerged as a result of these experiments. To little shock, the City of Mortuary revolves around a power. Particularly, a lich-based power named Mellifleur. The City of Mortuary surrounds the deity and the laboratory, in attempt to conceal both the strange rituals and the supreme power to little avail.
    • Hades, The Grey Wastes – The most dismal grey of the multiverse and the Blood War battlefield.   More found here.
      • Taint of the False Oinoloth – The False Oinoloth’s presence has been banished from the plane. But, there are still those who work for him. The Cult of Tchernobog has made more presence on the plane and in the cage, if to help stop The False Oinoloth.  More found here.
        • Oinos – An expansion to the Oinoloth’s dread tower has allowed for research into plagues to go undisturbed. By his creation, a new race of plague daemon were born. They aren’t just powerful soldiers, but the unofficial voice of their master. Curiously, they enjoy taking the disguise of plague doctors.
          • The Patholoths – Plague Daemons of the highest degree.  They have influenced plague cults across the multiverse.  More here.
      • Neflheim – The Eyes of Prying is a curiosity within the layer. True to the Wastes, the residence is barely animated and soulless in demeanor. These creatures who take part in spying and brokering information for no real reason. After all, why should they care about anything?
    • Mechanus, The Clockwork Nirvana – Everything operates like machinery, in perfect order and harmony.   Everything here is broken down into numbers, orders and equations.  More found here.
      • Counter – A construct from a bygone age. Somehow, it found itself to Mechanus. Its process is simple, count currency and convert it as needed. The only time it is willing to interact with another creature is to accomplish such functions. Otherwise, it will warn the intruder and evict them from its gear if its warning wasn’t heeded.
      • Colony of the New Beagle Republic – While its origins are rooted in much chaos, this vestige of a Galactic Federal traveling crew is very much built on law. And to those who wonder, they are indeed descended from the crew that crashed into the world of Blackmoor. By some tampering of time, many were able to escape and push through the veils of reality. Ultimately, many found themselves in Mechanus, where they rebuilt. They only wish to interact with more advanced visitors. More primitive minds go against their original prime directive and are shunned.
      • On Fallen Modrons. Countless servants of Primus have fallen from grace. These are often at the hands of experiments that turn far for the worse. From Khorvaire Creation Forges taken to build armies to experiments in versatile “Dungeon Constructs” within Limbo, many of the Modron cannot handle a radical shift in perspective and placing. Some get stranded in another plane, while others drop away from Mechanus for their actions.
    • Mt. Celestial, the Seven Heavens – The epitome of righteous conduct, virtue and goodly law. Each layer is a trial of sorts, until you are given a final test to a great beyond.  More found here.
      • The Amphitheater of Morality – Home to “The Divine Storyteller”, an ancient looking humanoid of great power and wisdom. Often times, he can be found enacting all sorts of tales and plays from atop the central stage. All of these stories are rich in allegory and focus on teaching some sort of good lesson to the audience. Often, stories are curated for different audiences. His white and glimmering toga and long, equally white beard give him a rather distinct look. Some suspect he’s a transformed Tome Archon, or perhaps a dimension walker who found peace within the plane.
      • Mahlhevik’s Mirror of Dread – Another curious artifact of the reforming mage. Much like the mage, this sentient mirror is making attempts to move towards good. However, it finds itself struggling far more with the transition. This mirror has the ability to transport others, much like a portal. However, its still rather devious with this. Sometimes, it has sent travelers to wrong places; ranging from off coordinates to entirely different planes outright. Worse yet, Celestia has thrown the mirror into an existential crisis, causing it to disparage both its old ways and new ways alike. This worries Mahlhevik.
      • The Collection of the Worthy – A memorial sight for mighty and noble warriors. This place functions in several ways. Firstly, it is a place to honor the deceased. Secondly, it retains knowledge about the wondrous deeds their names are attached to. And thirdly, this is a place where one can train under the heroic spirits of these mighty heroes. When a visitor proves themselves worthy in the eyes of a hero spirit, they are offered a chance of training as an apprentice, gaining the skills these heroes had in life. The paladins who would later be found on Arcadia had their roots here, in service to these souls of the past. The splinter left the sect fractured and never fully recovered.
      • Letnithaol of Solania – A curiosity among the ever academic Tome Archons. This one seems always deep in thought, as if pondering the meaning of something greater. Given the boundless wisdom of the celestials, this strikes one as odd. While they seem aloof and oblivious, this is quite false. While not a site in its own right, Letnithaol is quirky and noteworthy in terms of the archon celestials.
    • Pandemonium – A maddening series of tunnels, where howling wind is the most obvious denizen. Barmies, the super secretive and more are the typical visitors.  More found here.
      • Pandesmos – Home to two rather dangerous institutions, Tornadum and The Bard’s Paying Music. The former is a burg with a funnel motif for aesthetic and protection. It’s a wretched hive of piracy and black markets, where only the most dedicated and addle-coved would dare tread. The latter is a conservatory of the abysmal. Galleries contain the most mind ravaging works of art and music in the multiverse. It is said that the mad bard in charge has connections to the cosmos and a Mr. Erich Zann.
      • Agathion – Should the main city be too much of an issue, some particularly warped bashers taken their business here. Likewise, this place proves advantageous for storing goods in privacy.  Of course, even then there are issues to contend with.
      • Phlegethon – The Unseelie have been vying for more influence than just Pandemonium, even if it’s their base of operations. In fact, the fate of the Hag Countess may be partially their doing. As it is, various covens have granted access to The Grey Wastes and Gehenna.
        • The Unseelie Court – An ambitious court of the Unseelie Fey, where dark deeds and miserable things occur.  More found here, here and here.
          • Queen Mab’s Court – The Queen of Air and Darkness is said to always capture and subdue all that comes into her realm.  That’s not always true.  She’s more than willing to listen, if it benefits her.
          • The Frozen Tear – Home of a Winter Court exile, who became corrupt in his aggressive obsessions.
          • Timbergorge – A garden stolen from a Spring Sidhe, gradually corrupted through dark sorcery. Its caretaker, Silvermaw, has long since been driven mad in his lowly state.
          • The Goblin Market – The worst of coin and the best of the black market. It is here that many goblins call their home. The ominous Kingdom of Nachtur lies just beyond the main grounds, surveying all around it. This is the place where goblin kind dwell in secret, also sharing secrets.
            • Garckle’s Infinite Storehouse – A seeming unending warehouse and series of shops orchestrated by a shockingly friendly goblin from the Goblin Market. He hosts a wide array of strange departments and acquaintances. Nestled in the more craft-based ward of Lorkurglorb, the locale prides itself on quality service and maintaining an equally nice aesthetic to it. Garckle fancies himself as an entrepreneur of sorts.  More found here.
              • Broker Office – Tucked deep inside, this is where he’ll deal with secret information on personalities and places. It’s likely warded off from others.
              • Collage of Portals – Garckle has plentiful keys and access to portals, some possibly hijacked and moved to his warehouse.
              • Zam’Dul’s Corner – An allied merchant has set up temporary shop. Strange wonders and quirky antiques make up his wares. He tends to speak in a poetic and archaic means of speaking.
              • Pulp Museum – An art installation maintained by a destructive construct. The art is mostly reworked and repurposed trash, with the actual artist being very sensitive to criticism.
          • Abyssal Cysts – An expansion deal with the Lower Planes has created fusion demiplanes of terror. Equally demonic and sylvan, visitors are attacked by truly wicked foes.
          • Labyrinthine – A “failed” experiment that allows all means of caverns and tunnels to connect to other points. It is here where the Fomorians dwell; hideous giants “enslaved” by the Unseelie for often wicked deeds. Fomorians still live here, sometimes using the passages to start raids.
          • The Fomorian Kingdoms – The Labyrinthine couldn’t hold them forever. Many broke free and started tribes, which expanded into empires. The Labyrinthine is still exploited by them, when needed.
            • Thrumbolg the First Lord – A mighty fororian warlord, one who unites his giants under conquest. His recent embarrassing defeats have made others question him.
            • Bronnor of Hallowhame – An upcoming warlord, one used as a scapegoat for Thrumbolg’s failings.
            • Queen Connomae of Vor Thomil – A mad queen out on a crusade against the Sidhe Kingdom of Shenaelestra… at all costs. If she wasn’t useful to Thrumbolg, she’d be history. Her victory against the realm of Cendriane is a saving grace.
          • Baba Yaga’s Sylvan Retreat – Within the realm of Murkendraw. She has found herself back here time and again, as various dark sylvan creatures respect her out of fear. She has no desire to stay here long.
          • Murkroot Trade Moot – Another part of Murkendraw, where a strange market can only be uncovered by fae goblin guides. A curse happy witch, alchemical bear and surreal hivemind are the least of your worries. The parasitic flying heads prove much worse.
          • Secret weaknesses – Powerful Unseelie are fearsome foes, but many carry their own deep flaws that make thwarting them far easier.  Many of these are ironic, with some deeply tragic.  Found here.
          • Thought Shatter Theater – A wicked trap to ensnare planewalkers into a fey’s deranged dramas.  All of those sucked into her plays are tortured terribly.  More here.
    • Ysgard, the Heroic Campaigns – A place of battle in the name of glory and honor. Those who fight here do so knowing that they’ll return again after combat has ended. Offense rarely lingers as good jest and sportsmanship rules the day.
      • The Flying City of Twin Brothers – A glorified commercial enterprise. Its purpose is to offer a more orderly alternative for rambunctious adventurers. Lines of taverns and arenas allow other methods of heroes getting out their desire for indulgence and battle.
      • The Crossover Pacts – Several deep gnomes, dwarves and fire giants have entered mutual agreements with each other to subvert and thwart their foes. This back and forth feud never escalates too far, as the rules of the plane often apply. Accidentally, this has eased tensions between the second and third layers of the plane.

The Outlands
The Concordant Opposition, the Realm of Neutrality.  More found here and here.

    • The Meeting Hall of the Center – Home of a sect known as Acts of Balance or “Centrists”. They believe in weighing all options and coming up with a solution pulling from the best of all of them. Sometimes, they get caught in detachment from ideology or trying too hard to stay neutral. The Rilmani are unsurprisingly involved with this group. Some say they’re the biggest advocate for their move into Sigil.
      • Acts of Balance, continued – The Chant says that The Centrists have an underlying goal of keeping the other factions from getting too powerful, while they rise up to spread neutrality. Even the Indeps don’t really get along with them, despite being at odds with ever other faction. But, the real Dark is much more interesting. Their true goal is the destruction of all factions, allowing the Rilmani to gain a foothold in Sigil and beyond. And worse, a race of shadowy creatures seem to be the real puppet masters, acting in ways which Factol Skall would be jealous of. Fortunately, the faction meant to end division is ironically divided. Like the Mercykillers, they came from two different groups.
    • Melting Pot – Another entity that the Rilmani are tied to, which is ironic for creatures with no strong inclinations. No Factions are allowed here, but it otherwise looks like a miniaturized parody of Sigil. While strict neutrality is enforced, helping to spawn the two sects that would create The Centrists in the first place, hostility and suspicion lurks beyond eyesight. However, it’s usually the locals that will cause others trouble.
    • The Collector of All – A magical place that seeks to gather and hoard knowledge. They’re quick to take it in a trade, but they’re reluctant to share much. However, they can create all sorts of items literally made from that knowledge. Strangely any attempts to decipher the devices and artifacts for how they specifically work or how they were made will always fail. All one can gleam is how to operate basic functions of the item.
    • Iron Coil Wandering Headquarters – A mechanical rival to the roaming castles of the Outlands. It is here that their central operations were gradually built. The busy working gnomes are always busy, but have places for visitors to go; whether for diplomacy or commerce. However, far too much is very much off-limits. One of the curiosities here are their flying machines, miniaturized spelljammers with big wings. Rumor has it that they have a connection the Gnomes of Serraine, from the sealed Prime World of Mystara.
    • Athar Outpost – While many have grown lazy and stayed confined to Sigil, the Athar have opportunities in the planes beyond. Well, not really. Many just station themselves on the lower points of the Spire, where they’re protected from the Powers themselves. However, this gives them a chance to monitor space outside of Sigil. Plus, safe stations not too far away allow them to jump into the Prime to continue their proselytizing.
    • Admixture – An institution dedicated to perfecting alchemy. The owners will do whatever to procure knowledge of a new potion or new concoction and pay top prices for any discovery. It’s unknown if they’re in this for monetary gain or genuine thirst to learn all, as their successful creations usually hit the market soon after. Also, their shop in Sigil has a portal leading to their Outlands laboratory.
    • A Truly Odd Visitor – The planes draw in many strangers, but one denizen of Terra surpasses most of his world. Dressed chaotically and speaking a strange dialect, this somewhat aged man pilots a mechanical chariot. With motives alternating between saving his friends from a religious group and blasting up forces of the distant cosmos, he’s a confusing figure to speak to. He seems volatile and violent, but his knowledge of distant realms and eldritch aeons is great. Barring that, he has an impressive scatter gun capable of taking out fearsome foes with ease.
    • The Otherworld – A spirit realm, home to sprite-like jogahs and distant souls of shamans. While not the Beastlands, animal spirits are curiously found here. A lone shaman from Ethengar wonders how they managed to get here, since they have no normal connection to The Outlands.
    • The Gateway of Death – A primary entryway into the realms of the dead, for several worshipers and pantheons at least.
    • The Traveler’s Inner Soul – A traveling merchant wagon dedicated to selling protective wares, charms and items to help one endure the Inner Planes. It roams the Outlands, sometimes entering a prime world.
    • The Intrusion Specialist Corps – A paramilitary dedicated to negating influence of the primes upon the planes.  They’re a more violent off-shoot of The Planarists.  More found here.

Sigil, the City of Doors – The central meeting point of the multiverse.  Above the Infinite Spire of the Outlands, this is a magical place protected by the enigmatic Lady of Pain.  More found here.

      • Guildhall and Market Wards – Predominantly guilds grasping at identity and market places
        • Huvert Harflar School of Medicinal Practice – An “ethical” alternative to the Weary Spirit Infirmary. The head physician views patients as nothing more than potential tests and experiences however.  Barmies are recruited for all sorts of body horror experiments.  More also here and here.
        • The House of Caterwaul Prayers – A cathedral-like building dedicated to showcasing and teaching unusual music. The two owners even stage competitions for students and residents alike.
        • Mystaran Neighborhoods – New Crystal Peaks is a Blackmoor remnants culture of dwarves who followed Kagyar instead of Blackmoorian technomancy. Petite Renardie is a community of Lupins who fled the Savage Coast, known for planar wines and seasoned meats.
        • The Well-Read Beast – The current home of *a version of* Ramon DeLeon the Missing Bard. He seems to be a cat creature with a family, helping to run a book shop.  More found here.
        • Hired Nurses Guild – A guild built for assisting in child care around The Cage. Several of the nurses, whose membership is not just women, are hired to help in busy households.  More found here.
        • Boskov’s Books, Defunct – A rival business that closed after much competition, the House Spirit that served the location now helps Ramon’s family.  The original owner was part of an identity scam that helped ruin the business.  More found here.
        • Faerie Square – A safe place for Sylvan traders to do their business.  All means of goods from across the courts can be found here.  More found here.
        • The Master Singer Conservatory – A music school where the hidden focus is gathering intelligence and information. The proprietors are outlander wolfweres. Their other ulterior motive is the removal of werebeasts in Sigil.  More found here.
        • The Dismantlers – A wererat cleric and an assassin who seek to destroy the Master Singer.  More found here.
        • Planar Trades Consortium – A proposed hybrid group controlled by Estavan, Shemeshka and Zadara as a way for each of them to keep power amidst turbulent times.  More found here.
        • The Overarching Security Company- A collaboration between the Wheel of Justice and a dwarf artificer from Eberron.  He worries that recent events might radicalize the group.  More found here.
      • The Hive – The broken down slums of the multiverse
        • The Combat Zone – Recent attempts to restore the Slags were more fruitful, with Kadyx “falling into sleep”, when discovering how to take a more passive destructive role. The rebuilding district ate itself in violence, with bodies falling through the cracks and into the demon’s lair. The area is vaguely blocked off, with almost any escapee killed on sight. Even better built places have quickly fallen into ruin. The only thing resembling order are the various gangs who have taken to the area, some follow abyssal practices.  More found here.
          • The Greeter – A crucified corpse near the Founders’ Fence, it became the “mascot” for the area.
          • Harmonium Stations – Mostly for hardheads to watch for anyone trying to leave the penal colony. Execution is common due to an accepted martial law on the area.
          • Smiling Moon Bandits – An ill-fated group that crossed paths with the King of the Crosstrades. The gang, especially their leader, became notorious for crafting and dispensing narcotics.
          • Yulx’zukath – A spurned ‘loth still obsessed with Shemeshka, confined to this wretched place.
          • The Incredible Demon Maze – An “attraction” made to cash in on The Slags. It might actually be organized by the beast from within it… who is thankfully taking a more passive role.
        • Living Dumpsters – A recent import to Sigil, much like trash receptacles in general. However, the former was done intentionally and maliciously.
        • The Corrupted Thought Quarantine Zone – The result of the Xaositects unleashing a lethal thought upon a building, which has been purged to a containment realm in the Astral Plane.  More found here.
        • The Helpful Hands Lending Company – A crooked loan company that might have its roots with The Fated, infamous for extreme tactics against debtors.
        • Metal Tear – A narcotic coming from a metallic hellscape has caused panic in the Cage. It causes vivid and dangerous hallucinations and sensations.  More found here.
        • The Brawling Bastards Gang – A gang of brawlers has made much acclaim from the Bottle & Jug’s underground fighting events, while causing all sorts of mischief and mayhem throughout the ward.  They’re now recruiting.  More found here and here.
        • The Doorway to Horror – A One-Way Portal into the Demiplane of Dread has formed in the Gatehouse Night Market.  The two hucksters in charge of the portal claim it was their idea.  More found here.
        • The Gatehouse – Many Cerebral Vampires have begun to materialize in the deepest parts of the asylum. Many have escaped and actively hunt Cranium Rats.
        • Soulful Sammy – A Terran expat out for revolution. He has pushed the disgruntled, even former Anarchist faction cells, to extremes to fight the establishment.  More found here.
        • Lost Hell Cat – A ragpicker claims to have lost a bekezira.  More found here.
        • Unbroken Beasts Monastery – A quasi-religious order for those affected by the Wyld Plague in Sigil, Toril or the Outer Planes.  It’s the subject of controversy for good reason.  More found here.
      • Lower Ward – Industry and health hazards abound
        • The Cabal of Ashes – A cult from the Negative-tinged Elemental Planes. They spread plague and terror, possibly having a connection to a secret society of undead. Few know much about them, even a disgruntled cleric of Myrkul.
        • The Alchemist’s Revue – A flamboyant and eccentric alchemist transmutes items and properties through elaborate shows. He’s oddly more comfortable in the Lower Ward than others.
        • The Rustic Sphere – A strange shop selling items from the distant Prime world of Terra, after an apocalypse.  The store secretly sells contraband weapons and has a portal to Terra through its Bathysphere entrance.  More found here and here.
        • The Docker’s Catch – A spelljammer club dedicated to Planars who sail the Phlogiston too.  While no ships are in Sigil itself, it has a secret portal to a marina used by members from the Planes and Wildspace alike.  The marina’s proximity to Realmspace gives it more Torilian influence.  Contraband and aiding pirates has made it controversial.  More found here, here and here.
        • The Simmering Cauldron – Owned by Unseelie Fey, it already has a bad reputation.  In this case, it’s somewhat warranted.  Behind the facade of honest tavern, there is a secret underground of drugs and gambling covered by sylvan glamor.  More found here.
        • The Green Mill – This fey-friendly place secretly has a portal to The Good Kingdom.  It’s not information given easily though.  More found here.
        • The Friendly Fiend – Currently closed, with A’kin nowhere to be found!  More found here.
        • The Great Foundry – Was temporarily shut down, amidst an investigation and protest.  More found here.
        • Ritual of the Heart – A tavern on Newgate, operated by werebeasts. They’ve secreted replaced non-lycanthropic patrons, sacrificing them through a portal to Malar’s realm.  They’re being investigated on disappearance claims.   More found here.
        • Coagulated Corpse Tavern – A strange place ran by a disgruntled former noble, also a vampire but he doesn’t hide this anymore.  More found here.
        • The Black Casket – Another establishment ran by vampires, former victims of Vladek’s clan. They try to sabotage him.  More found here.
      • Clerk’s Ward – Bureaucracy and Records
        • The Hall of Hunters – A vigilante group that wants to help uphold the law, but has mostly gotten itself in trouble.  Many were slain recently by shadows, the subject of much investigation.
        • Young Cage Organizers for Democracy – A cause to petition for republic and democratic organization within Sigil. They have gained support, despite limited organization and influence.
        • Boundless Cage University – A recent attempt to bring “proper” education back to Sigil, run by a former-Sect from The Outlands. Many are slowly growing suspicious of the place.
        • Hall of Records – Site of an assassination attempt on Duke Rowan Darkwood’s life.  More found here.
        • Hall of Speakers – Where a smarmy salesman pitches a new method of transportation.  More found here.
        • E’s Office – A law and consultation office, secretly run by a Greater Doppelganger.  More found here.
        • Sigil Advisory Council – A power move against total faction control, an attempt for average Cagers to gain sway and create stability.  More found here.
      • The Lady’s Ward – High Power and High Society
        • The Hitman of Time and Memory – An assassin is capable of removing moments in time or memories from a victim, becoming popular with high profile Knights of the Cross-Trade.  More found here.
        • The Temple of the Abyss – A series of robberies have targeted the temple. They seemed to be linked with a cult that seeks something from a layer of The Abyss.  More found here.
        • Pillar of Objets d’art – An art collectors’ society with a secret, they steal objects through time and loopholes.
        • High Chant Society – A posh and elite club dedicated to restoring order in the name of those on top. They wish to harvest those of lower status for their own uses.
        • The Shaded Halls/Temple of Tchernobog – A meeting place that cloaks discussion from outsiders, except from the real denizens of the site. It’s actually a hidden temple to an eldritch power.
        • Unknown Hideaway – Where Shemeshka the Marauder sometimes goes to vent her anger in the moment.  More found here.
        • The Gaudy Bard – A flamboyant wandering bard with often wildly inappropriate ballads, secretly a Mystaran werefox.  More found here.
        • Madame Joleyne – A clan matriarch from the lost Ravenloft domain of Timor. She’s decadent with a personality to rival Shemeshka’s!  More found here.
        • Society of the Rake – A part of the Temple of the Abyss, a cult of high class vampires who worship Kanchelsis.  More found here.
        • Prison – Grandmother Grimcloak has agreed to work with factions to bust Ritual of the Heart, as long as she’s freed afterwards and they heed her warnings of a future Faction War.  In another case, Sammy’s revolutionaries attacked it, stealing dangerous weapons.  More found here.
        • Morley School of Self-Defense – A defensive training school for the elite.  More found here.
        • Refinement Guild – Dedicated to aesthetics, fashion and decadent pursuits.
      • Under Sigil – A series of sewage canals, forgotten buried streets, catacombs and more.  Very dangerous with entry points well guarded.  Known better as The Realm Below.
        • The Hidden Temple of Tchernobog – An eldritch power secretly holds sway in the underground.  A dark master of binding dimensions and reality warping, it is only time until his clergy find themselves at odds with the Bladed Lady.  More found here.
        • “The Us” – A Cranium Rat hivemind sent into panic over the sudden surge in conflicts outside of their control.  More found here.
        • Nosferatu Clans – A strain of ugly vampires taken to the depths. They have a secret cult of Kanchelsis and have befriended the Cranium Rats.  More found here.
        • Jiangshi Hideout – Where hopping vampires reside until it is well enough past Peak.  More found here.
        • The Dead Nation – A colony of the undead. They’ve found unlikely allies through the Cerebral Vampires and Wolfweres.  More found here.
        • The Vortex of Black – Where a Shade Nethermancer gathers Shadows.  More found here.
        • Proto-Ghoul hive – Where sad souls slowly become ghouls.  More found here.
        • Madman Message – Ramblings about the Demiplane of Dread, locked in a safekeeping box.  More found here.
        • Under Foundry – Home of the Ysoki, Ratfolk of Golarion.  They only get along with Minoi of Krynn and few others.  More found here.
        • Malagarde Cult – Within a lost refuge for one of Ravel Puzzlewell’s vestiges, a dark cult meets.  More here.
      • Throughout
        • Planarist Activity – They’ve been renewed thanks to the influence of the Knight of Ebony in Mystara, which they’ve recruited factions to help fight them.  Other Mystaran burgs have received more pressure from the Planarists.  They’ve gained a foothold in the new Council too.  More found here and here.
        • Mirta the Rogue Vampire – A strange criminal has been draining civilians of their emotions. Other Emotional Vampires have emerged in the cage to track her down.  More found here.
        • The Venom Tongue Slasher – A vulgar and conceited serial killer that stalks the streets.  He taunts all around him, as he’s confident he’ll get away.  More found here.
        • Pirate Invasion – As if troubles weren’t bad enough, pirates from Wildspace have found their way into Sigil, causing trouble from the minor to the drastic.  More found here and here.
        • Remote Weapon Shops – A scheme by the Sinkers to sell weapons to more Cagers.  More found here.
        • The Narrator – A rival to The Editor.  They are deeply racist against the fey and heavily hate Ramon DeLeon.  More found here.

The Astral Plane – Where thought manifests into a truth.

    • The Dimension of Death – Many petitioners find themselves going through a quick detour before finding their rightful Great Beyond. Here is a destination for dead souls, sometimes a permanent one. It has vague connection to Limbo (Mystara) and the rest of the Fugue Plane of Toril. Oddly enough, while much of this plane is tethered to the Negative Energy Plane, there are pockets of Positive Energy as well. Plus, many of the spirits within the realm aren’t evil.  Despite a Negative attachment, it’s not part of the Ethereal and seems to operate like a demiplane attached to the Astral somehow.  To many, it’s still enough in the Astral Plane to count as such.  More found here.
      • The City of Judgement – Where various deities of Death gather. This can be for debate over the afterlife, their own philosophies or over their worshipers. When contending with spirits and souls themselves, it becomes a grounds for judgement. For a long time, a Wall of Faithless was apparently forged to grab souls of those who denied the gods. Whether or not the wall actually exists is up for debate.
      • Thayan Enclave – Amidst the rising tensions between the forces of Szass Tam and those against him, several Red Wizards of Necromancy defected, starting over within a realm rich in the powers of Death. Many continue with their work in solitude, unsure if they can ever return to their ancestral nation of Thay again, without being labeled as defectors or traitors.
      • The Grand Festival Grounds – A colorful land that is one of the few places hospitable to the living. This is a place built to honor the dead and welcome the living in those ceremonies. Contrasting the gloom of much of the place, this is a place of remembrance and optimism.
      • The Cemetery of the Worlds – An endless graveyard to chronicle and list almost any blood or basher that has ever died. Should the Dustmen in charge of the giant monument in The Hive find out about this, they’d be jealous. Like the Festival Grounds, this place is welcoming to living outsiders.
      • Erasure – A nihilistic “space” (or lack there of) where anything that enters has a habit of vanishing from all of existence, across time. It’s a dark secret that’s kept away from anything visiting the plane. Whatever may dwell in there isn’t just aware, it’s intelligent. Rumor has it among the yugoloths that it was a rival contender for Oinoloth that was banished to prevent competition.
    • Dekkion’s Tower – A former holy site dragged into the Astral by a cowardly and greedy knight turned undead.  He wishes to repent for his sins.  More found here.
    • The Thinking Realm – Home of a enchanted brain creature known as “Lord Brainstorm”.  This entity likes to ponder, muse and debate.  Mostly peaceful, but not to be taken advantage of.  More found here.
    • Vortex Citadel – The result of powerful psionicists battling in a stronghold, impossibly ripping the fortress into the Astral.  Various forces, far detached from Athas, have been forced to work together.  However, the higher ups of this new way of life still repress some secrest.  More found here.
      • Defiler Farm – Where defiler wizards are forced to grow their own plants, if they want to continue their magic.
      • Secret Portals – Monks try to suppress gates into the Inner Planes and even Sigil.
    • God Isles – Floating remains of abandoned and dead gods.  More found here.
      • The Faceless Queen – Possibly The Raven Queen, a victim of the Discordiant.
      • The Discordiant – An assassin sent to destroy another deity.  In the end, he was killed in the attempt too.
    • Throne of Blood – Bhaal was never defeated.  Like the other Dark Three, he is in eldritch slumber.  In time, he shall regain the strength to exact proper revenge.  More found here.
    • Celestian’s Truths – A cult within a Mythic Earth/Gothic Earth, formed in the 1960s.  They profess many of the views held by the deity.  More found here.
    • The Quarantine of Harmful Thoughts – Where negative thoughts are catalogued and kept safe from vulnerable minds.  Many of these are deadly on their own.  These range from magical manifestations to lethally humorous jokes even.  More found here.
    • The Astral Dreadnought – Responsible for the deaths of countless Astral travelers, including a clone of Ramon who escaped from the Prime Material House on Gryphon Hill.  More found here.
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