recursal/Fanatic-Fandom huggingface dataset:
Upper planes

The **upper planes** (sometimes **Upper Planes**) was a collective term used in the Great Wheel cosmology model to represent the Outer planes of Good alignment, located across the top of the Great Wheel. These were Arcadia, Mount Celestia, Bytopia, Elysium, the Beastlands, Arborea, and Ysgard.

The World Tree cosmology model rearranged, renamed, and reorganized the upper planes into the Celestial planes but some people still used the older term to describe the good-aligned planes.

## References

1. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 73. ISBN 0880383992.
Ragers

The **Ragers** are a sect who believe that they need to find out where you stand in the cosmic pecking order, and the way to do that is by picking fights.

## Philosophy

The Ragers treat life like a big tournament: If you can defeat someone, you're above them on the ladder. If they can defeat you, they're above you. The only way to figure out where you stand is by confronting and fighting nearly everyone.

## Background Information

* The Ragers are similar in behavior to the Dispossessed, although their philosophies differ.

## References

* Planescape: *Planescape Monstrous Compendium Appendix II*, p. 76-77

Guardians · Verdant Guild · Mathematicians · Order of the Planes-Militant
Incanterium · Merkhants · **Ragers**
Ring Givers

The **Ring Givers** (sometimes with a hyphen, **Ring-Givers**) are a sect-turned-faction who believe almost the exact opposite of the Fated: lust for material things keeps one bound to the multiverse.

## Philosophy

The lust for the material keeps one bound to the multiverse, which is a series of traps for the greedy. Through poverty, one gains peace, power, or an affinity to the gods. Whatever a great blood gives away, always comes back to her, somehow. Give away your last morsel, and the universe will be laid at your feet.

## References

* Planescape: *Planes of Chaos*, p. 44, The Travelogue

Guardians · Verdant Guild · Mathematicians · Order of the Planes-Militant
Incanterium · Merkhants · Ragers

Fated · Fraternity of Order · Free League · Harmonium · Mercykillers
 **Post-Faction War**:
Fraternity of Order · Free League · Harmonium · Mind's Eye · Revolutionary League
Fraternity of Order · Hands of Havoc · Harmonium · Heralds of Dust
 Minor Factions:
The Abyss

**The Abyss** was one of the Outer Planes, located between Pandemonium and Carceri. It was of chaotic evil alignment.

## Geography

The Abyss was made up of an infinite number of layers.

## Layers

* 1st: Plain of Infinite Portals
* 2nd: Driller's Hives
* 3rd: Forgotten Land
* 4th: Grand Abyss
* 5th: Wormblood
* 6th: Realm of a Million Eyes
* 7th: Phantom Plane
* 8th: Skin-shedder
* 9th: Burningwater
* 10th: That Hellhole
* 11th: Molrat
* 12th: Twelvetrees
* 13th: Blood Tor
* 23rd: Iron Wastes
* 27th: Malignebula
* 45th-47th: Azzagrat
* 57th: Torturous Truth
* 66th: Demonweb Pits
* 67th: Heaving Hills
* 68th: Unnamed
* 69th: Crushing Plain
* 70th: Ice Floe
* 71st: Spirac
* 72nd: Darklight
* 73rd: Wells of Darkness
* 74th: Smaragd
* 88th: Gaping Maw
* 113th: Thanatos
* 128th: Slugbed
* 142nd: Lifebane
* 176th: Hollow's Heart
* 181st: Rotting Plain
* 193rd: Vulgarea
* 222nd: Shedaklah
* 223rd: Offalmound
* 241st: Palpitatia
* 274th: Durao
* 297th: Sighing Cliffs
* 303rd: Sulfanorum
* 313rd: Gorrion's Grasp *(not so named)*
* 333rd: Broken Scale
* 340th: Black Blizzard *(not so named)*
* 348th: Indifference
* 377th: Plains of Gallenshu
* 399th: Worm Realm
* 400th: Woeful Escarand
* 403rd: Rainless Waste
* 422nd: Seeping Woods
* 487th: Lair of the Beast and Mansion of the Rake
* 499th: Carroristo
* 503rd: Torremor
* 524th: Shatterstone
* 531st: Vudra
* 566th: Soulfreeze
* 586th: Prison of the Mad God
* 600th: Endless Maze
* 601st: Conflagratum
* 643rd: Caverns of the Skull
Planescape Monstrous Compendium Appendix III

## Monstrous Compendium Planescape Appendix III

### Interior Artist(s)

Brian Despain, Tony DiTerlizzi, Scott Fischer, John Matson, Jeff Miracola, Adam Rex, Philip Tan, Drew Tucker
Dana Knutson Conceptual

### Cartography

Dennis Kauth
Robert Lazzaretti

### Link to citation

[[[Template:Cite book/{{#regex:Monstrous Compendium Planescape Appendix III|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***Monstrous Compendium Planescape Appendix III*** is an accessory for Planescape® AD&D 2nd edition.

“
***HOW DOES A BERK FIGHT SOMETHING HE CAN'T EVEN UNDERSTAND?***
*Things are different on the Inner Planes. Oh, some bashers might say they're deadlier, or harsher, or just plain weirder, but this truth is, they're merely different. And on planes full of nothing but searing magmas, swampy ooze, glittering mineral, utter desolation, or life incarnate, is it any wonder that a body'd find creatures as alien as any the multiverse has ever seen? Things that eat color, leaving a victim fully transparent. Beasts that spread life like a virus, animating all things around them. Spirits that form bodies by forcing hundreds of smaller animals to act as one. It's enough to make a sod long for a pit fiend.*

*Liven up any PLANESCAPE or AD&D campaign with the MONSTROUS COMPENDIUM Appendix III, which features 128 pages of monsters that lurk on the Inner Planes, the Astral Plane, and the Ethereal Plane - some of the strangest and most inhospitable environments in the multiverse. Most of the critters are brand new, though a few old favorites have been updated. This book also provides a detailed look at the ecology of the planes in question, not to mention an appendix of inner-planar creatures that're more like animals than monsters. And, of course, all-new illustrations vividly bring each of these exotic beings to life.*
”
Timeline

This page contains a timeline of events from **Planescape** and associated media.

There is no standard system of measuring years in Sigil beyond the current year of Factol Hashkar's reign (YFHR), so that standard will be used here. Events preceding Hashkar's reign will be represented with BFHR (Before Factol Hashkar's Reign). Other timekeeping methods may also be covered where appropriate.

* 0s YFHR
* 0s BFHR
* 100s BFHR
* 300s BFHR
* 400s BFHR
* 500s BFHR
* 700s BFHR
* 800s BFHR

## Other Events

* There's a yearly gala in the Lady's Ward at the Palace of the Jester, called "Grace." Each year it's hosted by a different family who, of course, try to outdo the previous year's celebration.
* The Guildhall Ward has a quarterly street festival and celebration called Harmony, covering the final few days of the month, once every three months.

## Note

* Much like the AD/CE and BC/BCE system, there is no "year zero." When Hashkar becomes Factol, that is the beginning of 1 YFHR. As such, be careful with subtraction for past events: an extra number must be added to the numerical value. For example: 500 years before 130 YFHR would be 371 BFHR, not 370.

1. ↑ Planescape: *Faction War*, p. 12
2. ↑ Planescape: *Faction War*, p. 20
Well of Worlds

## TSR2604

### Link to citation

[[[Template:Cite book/{{#regex:Well of Worlds|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***Well of Worlds*** is a Planescape® AD&D 2nd-edition adventure module.

“
*Clueless? The majesty and the dark got you down, cutter? Don't know how to lead a green prime to water? Then worry no more! The Well of Worlds is the answer to every basher's pleas for introducing gamers to the planes.*
*The chant is: Nine new adventures; a poster map of the planes (depicting Avernus, the first layer of Baator); a slew of magical items; and excitement!*

*Face off against a crazy king or steal a factol's better weapon—Well of Worlds gives hours of play. It's designed for any plane-traveling party, with adventures for characters of all levels. (An' if that ain't enough for ya, then pike it, berk!)*
”

## Contents

* Introduction
* Prologue
* Chapter 1: To Baator and Back
* Chapter 2: The Mazes
* Chapter 3: Love Letter
* Chapter 4: Blood Storm
* Chapter 5: Hard Time
* Chapter 6: Epona's Daughter
* Chapter 7: Recruiters
* Chapter 8: The Hunt
* Chapter 9: People Under the Falls
* Appendix: Magic

## Appendix

### Credits

* **Designers:** Colin McComb
* **Editor:** Jon Pickens with Sue Weinlein
* **Cover Artist:** Robh Ruppel
* **Interior Artist:** Tony DiTerlizzi
* **Color Plates:** Dana Knutson, Alan Pollack, Sam Rakeland, Robh Ruppel
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Border Artist:** Robert Repp
* **Graphic Designers:** Dee Barnett, Dawn Murin
* **Graphics Coordinator:** Sarah Feggestad
* **Art Coordinator:** Peggy Cooper
* **Electronic Prepress Coordination:** Tim Coumbe
* **Proofreaders:** Ray Vallese, Tim Beach
* **Playtesters:** Laura Buss, Paul Buss, Christine Clerkin, Jim Furbee, John Lyons, Jeri Lyons, Brad Matheson, Paul Nelis, Kevin Pohle, Cheryl Silva, Scott Unger, Dave Zen
* **Special Thanks:** Jeff Grubb, David "Zeb" Cook, Slade Henson, David Wise
Semuanya's Bog

## Realm in the Outlands

### Location

The Outlands[[Category:Locations in {{#regex:the Outlands|%^(\w+blank:)+%}}Outlands]]

**Semuanya's Bog** was the divine realm of the lizardfolk deity known as Semuanya.

## Description

This realm was a dismal swamp located on the far shores of the lake Tir fo Thuinn in the Outlands. The River Ma'at flowed out from it.

## History

Ambran the Seeker, a half-elven paladin of Oghma from Cormyr, was sent on a mission to explore the planes of existence, according to his unpublished journal that dated from during the reign of King Azoun Obarskyr IV. Traveling with Glin, a bariaur guide hired to take him out from Sigil and through the Outlands, the two passed by Semuanya's Bog as they made their way to the gate-town known as Ribcage.

## Inhabitants

This realm was largely inhabited by lizardfolk, as well as some natural animals. Though some independently minded planars and desperate outlaws also had homes in this swamp.

## Rumors & Legends

Some claimed that dinosaurs could be found living inside the swamp.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 31. ISBN 0-7869-0121-7.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 David "Zeb" Cook (1994). *Planescape Campaign Setting, Sigil and Beyond*. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
3. ↑ 3.0 3.1 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 177. ISBN 0-7869-0430-5.
4. ↑ David "Zeb" Cook (1994). *Planescape Campaign Setting, Sigil and Beyond*. Edited by David Wise. (TSR, Inc), p. 18. ISBN 978-1560768340.
5. ↑ Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 31. ISBN 0-7869-0121-7.
6. ↑ 6.0 6.1 David "Zeb" Cook (April 1994). “The Plane Truth Part II: A Journey to the Outlands”. In Kim Mohan ed. *Dragon* #204 (TSR, Inc.), pp. 28–30.

### Connections

The Concordant Domain of the Outlands
**Realms**
Caverns of Thought • Court of Light • Dwarvish Mountain (Deepshaft Hall • Soot Hall • Strongale Hall) • Flowering Hill • Gzemnid's Realm • Hidden Realm • Labyrinth of Life • Marketplace Eternal • Mausoleum of Chronepsis • Palace of Judgement • **Semuanya's Bog** • Sigil • Sleeping Lands • Tir na Og (Deep Forest • the Great Smithy • House of Knowledge • the Pinnacle • Tir fo Thuinn) • Thoth's Estate • Wonderhome
**Gate-towns**
Automata • Bedlam • Curst • Ecstasy • Excelsior • Faunel • Fortitude • Glorium • Hopeless • Plague-Mort • Ribcage • Rigus • Sylvania • Torch • Tradegate • Xaos
Muspelheim

## Planar Traits

* Great Wheel

**Muspelheim** was the second layer of Ysgard. A jagged land of fire and volcanic rock, it was named after the divine realm of Surtr that existed within its lands.

## Geography

Muspelheim was formed by similar earthbergs to those that constituted the first layer, Ysgard, but they were inverted with respect to those. In Muspelheim, the fire-lit side faced up, so most of the terrain in the entire layer was dominated by fire and was quite inhospitable to visitors. In many ways, it was very similar to some regions of the Elemental Plane of Fire, which was connected to the layer via numerous portals.

## Notable Locations

* Muspelheim, realm of Surtr. It contained some of the few arable lands of the entire layer, which were used to grow fireweed, verdobba, and a type of edible black wood.

## Inhabitants

Since it was such a desolate place, Muspelheim was generally avoided. Only its native fire giants remained to care for the land and were its undisputed rulers.

## Appendix

### References

1. ↑ Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. *Dragon* #120 (TSR, Inc.), pp. 42–43.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. *Planes of Chaos* (TSR, Inc), pp. 123–125. ISBN 1560768746.
3. ↑ 3.0 3.1 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), pp. 90–92. ISBN 0-7869-1850-8.

### Connections

The Heroic Domains of Ysgard
Layers and their Realms

**Wandering:** Seelie Court
Temple of Hermes

The **Temple of Hermes** was a religious building in the Temple District of The Lady's Ward in the city of Sigil. It was located near the spireward edge of the ward.

The temple was dedicated to the power Hermes. The assistant underpriestess was Mad Moll. The building contained a portal to Mount Olympus, and every morning carts of Arborean fruits were transported through the portal to the city.
Nordom

## Rules Information

* 5e
* 2e

### Class

**Nordom Whistleklik**, also known as the **backwards modron**, was a quadrone that took part in the construction of the Rubikon, a modron-made dungeon in Limbo. Due to the chaotic energies of the plane, Nordom went rogue.

## Description

Unlike most quadrones, Nordom had a second pair of arms instead of wings.

## Possessions

Nordom wielded a pair of gear spirits that were shaped and functioned like crossbows.

## History

When a Great Modron March passed through Waterdeep somewhere in the late 15th century DR, Nordom attempted to assist the defense of the city, but inadvertently empowered the invading modrons with the lightning crossbow bolts he used as ammunition.

After the march, Nordom remained in Waterdeep, even taking part in a mission to protect one of the Lords of Waterdeep from an assassination attempt. Due to his resemblance to his non-rogue kin, he was unpopular with Waterdhavians affected by the march.

## Appendix

### Appearances

Video Games
*Planescape: Torment* • *Idle Champions of the Forgotten Realms*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Black Isle Studios (December 1999). Designed by Chris Avellone. *Planescape: Torment*. Interplay.
2. ↑ Beamdog (April 2017). Designed by Philip Daigle. *Planescape: Torment: Enhanced Edition*. Beamdog.
3. ↑ Codename Entertainment (September 2017). *Idle Champions of the Forgotten Realms*. Codename Entertainment.
4. ↑ 4.0 4.1 Codename Entertainment (September 2017). *Idle Champions of the Forgotten Realms*. Codename Entertainment.
Cathrys

**Cathrys** was the second layer of the plane of Carceri.

It was also known as "The Scarlet Jungle", and was overgrown with trees that oozed acid and plains filled with jagged blades of grass. The layer is populated with humans, hill giants and Farastu Gehreleths.

## Realms

* Palace of Poison Tears
* Feculence
* The Steading
* Fetaphon
Tales from the Infinite Staircase

## TSR2632

### Link to citation

[[[Template:Cite book/{{#regex:Tales from the Infinite Staircase|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***Tales from the Infinite Staircase*** is a Planescape® AD&D 2nd edition adventure anthology published in 1998.

“
**THE INFINITE STAIRCASE IS A PLANEWALKER'S DREAM. BUT A DREAM CAN TURN INTO A NIGHTMARE....**
*Stretching to every plane imaginable, the Infinite Staircase is one of the best-kept secrets of planar travel in the multiverse. Watched over by the mysterious lillendi, the Staircase stretches in all directions, bending back upon itself to form the ultimate three-dimensional maze – and every landing where the Staircase stops, a doorway to a new planar location awaits the traveler.*

*The chaotic morass of energy and matter filling Limbo holds a dark secret – the same secret found in the depths of Baator, in an underground formian hive-city on Arcadia, and in a battle-torn githyanki fortress on the Astral Plane. Using the Infinite Staircase, a group of planewalkers must travel to these far-flung locations, and elsewhere, to learn of a new threat to the planes – and stop it. Exploring the Staircase itself can be dangerous, particularly when it's ravaged by a barmy fiend and even crazier sorceress.*

Tales from the Infinite Staircase *features eight separate but linked adventures presented in a new format. The adventures can be played in any order, yet each scenario impacts upon and changes those played after it. Further, the PCs can return to the original scenario locations and find that the conditions have changed so more adventuring is possible. Each of the eight adventures can also be played separately.*

Tales from the Infinite Staircase *can be linked with the epic adventure from the Fᴏʀɢᴏᴛᴛᴇɴ Rᴇᴀʟᴍs® setting,* For Duty & Deity*, wherein the heroes must traverse the Infinite Staircase to reach the foreboding realm of Graz'zt, a wicked lord of the Abyss.*
”
Septon

* 2e
* 1e

* 3e
* 2e
* 1e

**Septons** were the fourth-lowest rank of hierarch modrons.

## Description

Septons looked humanoid, with a large head. On one side of its head was a face, with two eyes, nose and mouth. The head was hairless and was supported by a collar of sorts that encircled it's shoulder area. Around this collar were seven evenly spaced small arms.

## Combat

If forced into combat, an septon used a combination of innate abilities, spells and their sharp claws.

## Abilities

Like all hierarch modrons, septons had the innate ability to duplicate the effects of *clairaudience*, *clairvoyance*, *command*, *dimension door*, *teleport without error*, and *wall of force* spells at will. Septons were able to cast arcane spells as well as divine spells from the Law, Protection and War domains. Septons were immune to all effects that influenced the mind, all psionic-based attacks and had a resistance to acid, cold and fire.

## Society

There were precisely 49 septons in modron society. They acted as officials who maintained order and saw to it that all regulations were obeyed. One served each quinton, four served each secundus, and eight served Primus directly. They traveled from place to place as inspectors and examiners of work and records, and were charged with transferal of information from outlying areas to the towers of the regions, quarters, and the capital tower itself.

## Ecology

Septons were able to float through water with ease. Locomotion was provided by forcing water through its collar-like shoulder ring. They were able to communicate telepathically with any sentient creature within 190 mi (310 km) and could see in darkvision up to 60 ft (18 m). In addition to the normal senses of a humanoid, they had two additional senses that had the same effects of the *detect magic* and *detect thoughts* spells.

## Appendix

### Appearances

Adventures
*The Great Modron March*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Web Enhancement for *Manual of the Planes 3rd edition*. Wizards of the Coast. p. 13. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
2. ↑ 2.0 2.1 2.2 David "Zeb" Cook (1994). *Planescape Campaign Setting, Monstrous Supplement*. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
3. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 89. ISBN 0-88038-031-4.
4. ↑ David "Zeb" Cook (1994). *Planescape Campaign Setting, Monstrous Supplement*. Edited by David Wise. (TSR, Inc), p. 18. ISBN 978-1560768340.
5. ↑ Monte Cook, Colin McComb (1997-10-28). *The Great Modron March*. Edited by Michele Carter. (TSR, Inc.), p. 126. ISBN 0-7869-0648-0.
6. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 90. ISBN 0-88038-031-4.

### Connections

Modrons
Logical Beings of Law and Order
**Base Modrons:** Monodrone • Duodrone • Tridrone • Quadrone • Pentadrone
**Hierarch Modrons:** Decaton • Nonaton • Octon • **Septon** • Hexton • Quinton • Quarton • Tertian • Secundus

**The One and the Prime:** Primus
Tir na Og

## Tir na Og(The Land of Youth)

### Location

The Outlands[[Category:Locations in {{#regex:the Outlands|%^(\w+blank:)+%}}Outlands]]

**Tir na Og** was a large and beautiful realm in the Outlands. It was considered one of the largest shared realms in the Outer Planes. According to the Great Wheel cosmology, the realms of Silvanus and Oghma were located within its vast territory, as well as the realms of many other deities.

## Geography

The realm was an expanse of meadows and oak groves that extended among hills and woods. The landscape was dotted with obelisks, cairns, and circles of standing stones, from which ancient magic often emanated.

There were no large cities in Tir na Og; only villages and small settlements. The countryside also displayed single homes and farms.

## Defenses

The realm's inhabitants fiercely defended their freedom and neutrality. If visitors were caught violating any of those principles, a strong measure of defense employed by some of the powers in the realm was to unleash the Wild Hunt upon the transgressors.

## Notable Locations

Several realms were located within Tir na Og, separated by between around 3 and 18 days' travel from one to the next. Notable realms included:

* The Deep Forest, realm of Silvanus.
* The House of Knowledge, realm of Oghma.
* The Pinnacle, realm of Dunatis.

## Inhabitants

Tir na Og was inhabited mainly by petitioners and former citizens of the Prime Material plane who sought a life of peace and quiet. Most of the realm's inhabitants lived outside of its settlements, roaming the hills or living among the forests.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), pp. 68–75. ISBN 0-7869-0430-5.
2. ↑ 2.0 2.1 2.2 Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), pp. 31–32. ISBN 0-7869-0121-7.
3. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), p. 145. ISBN 978-0786903849.
4. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), p. 131. ISBN 978-0786903849.
5. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 70. ISBN 0-7869-0430-5.

### Connections

The Concordant Domain of the Outlands
**Realms**
Caverns of Thought • Court of Light • Dwarvish Mountain (Deepshaft Hall • Soot Hall • Strongale Hall) • Flowering Hill • Gzemnid's Realm • Hidden Realm • Labyrinth of Life • Marketplace Eternal • Mausoleum of Chronepsis • Palace of Judgement • Semuanya's Bog • Sigil • Sleeping Lands • **Tir na Og** (Deep Forest • the Great Smithy • House of Knowledge • the Pinnacle • Tir fo Thuinn) • Thoth's Estate • Wonderhome
**Gate-towns**
Automata • Bedlam • Curst • Ecstasy • Excelsior • Faunel • Fortitude • Glorium • Hopeless • Plague-Mort • Ribcage • Rigus • Sylvania • Torch • Tradegate • Xaos
Prehistory

## Unknown

* Gifad arrives in the ancient past, and works his way through the planes learning as much magic as he can, dedicated to overthrowing the Lady of Pain. He arrives in Sigil, and works a vast enchantment into the structure of Ward of Masks -- what will one day be called the Clerk's Ward. As he is about to complete his spell to take control of the city, the Lady appears, trapping him in a Labyrinth Stone, and telling him, *None but you may unlock this jewel, and then only from without. Thus you are snared, till eons hence.* The gem is then cast into the Lower Planes.

## 10,000 BFHR

* Around this time, a mage named Shekelor leaves Sigil in search of the Labyrinth Stone. His journey takes him through Pandemonium], but ends with him burning from within in front of the City Courts. This may be before the Lady knew how to create a Maze.

## 2873 BFHR

* Estavan begins tracking the First Door and its cycle of appearances.

## 1373 BFHR

* Around this time on the world of Aebrynis, the gods sacrificed themselves to destroy their evil brother, Azrai. However, they passed their powers on to their greatest champions, who became the new generation of gods.

## References

1. ↑ Planescape: *Faction War*, p. 112-113
2. ↑ Planescape: *In the Cage: A Guide to Sigil*, p. 73
3. ↑ Planescape: *Uncaged: Faces of Sigil*, p. 63
4. ↑ Planescape: *Faction War*, p. 34
5. ↑ Planescape: *Doors to the Unknown*, p. 140
6. ↑ Planescape: *On Hallowed Ground*, p. 160-162

Return to Timeline
Planescape Wiki

**Welcome to the Planescape Wiki!**
Wiki for the planescape campaign setting of DnD 2nd Edition

“
You figure a sword and a bunch of spells makes you tough? It ain't what you got that counts, berk. It's what you know.
”
— Fairven
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The Lady's Ward

**The Lady's Ward** was one of the six wards of Sigil. It was home to the city's upper classes, being the most prestigious of the wards. It was also home to the headquarters of the Harmonium, Mercykillers, Fraternity of Order and Doomguard factions. Although the ward was named after the Lady of Pain, she did not permanently reside there.

## Location

The Lady's Ward was next to the Market Ward on one side, and the Lower Ward on the other. It was made up of several districts:

* Nobles' District
* Court District
* Temple District
* Firm Ground
* Entropy's Gem
* Graytowers District

## Notable Locations

**Law & Order**

* The Armory
* The City Barracks
* The City Courts
* Hangman's Court
* The Prison
* The Tower of the Wyrm

**Taverns**

* The Twelve Factols
* Fortune's Wheel
* The Golden Bariaur Inn
* The Golden Bell
* The Speckled Rat

**Temples**

* The Temple of the Abyss
* The Temple of Hermes

**Other**

* The Palace of the Jester
* Traban's Forge
* Park of the Infernal and Divine
* Statue of Bigby
On Hallowed Ground

Cover of 2nd edition sourcebook

## TSR2623

### Link to citation

[[[Template:Cite book/{{#regex:On Hallowed Ground|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***On Hallowed Ground*** is a Planescape® AD&D 2nd edition accessory. It contains information about the planar domains of deities from 20 separate pantheons. New ideas and rules for priest characters on the planes are included, as well as tips on creating, visiting and surviving divine realms, comprehensive appendices listing gods by pantheon and portfolio, and planar maps.

“
***THE POWERS MOVE IN MYSTERIOUS WAYS.***
***AT LEAST, THEY DID — UNTIL NOW.***

*No ordinary tome can hold the powers of the planes, berk. That's why* On Hallowed Ground *is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige – and awesome* danger *– of walking the Great Ring as a priest.*

*The second part of* On Hallowed Ground *delivers the chant on hundreds of AD&D® game powers, from Aasterinian to Zivilyn – and just about every high-up in between. More than a summary of old material, it updates the AD&D game's gods for the PLANESCAPE™ campaign setting, featuring their trusted proxies, their brash rivalries, and their hard-won roles in the cosmos.*
”

## Contents

* Introduction
* Priests
* Proxies
* Petitioners
* The Powers
* Planar Affairs
* Realms of the Gods
* The Ancient Pantheons
* The Celtic Pantheon
* The Dwarvish Pantheon
* The Egyptian Pantheon
* The Elvish Pantheon
* The Finnish Pantheon
* Gnomes and Halfings
* The Greek Pantheon
* Monstrous Powers
* The Norse Pantheon
* The Reclusive Pantheons
* Single-Sphere Pantheons
* Appendix 1: The Powers by Pantheon
* Appendix 2: The Powers by Sphere
* Appendix 3: The Powers by Name

## Index

### Characters

Barr-Find • Tomas Bookbinder • Fial Cairbre • Hierophant • Khamallan Teren
## Appendix

### Credits

* **Design:** Colin McComb
* **Editing:** Ray Vallese
* **Cover:** Robh Ruppel
* **Interior Artists:** Brian Fox, Lubov, Adam Rex
* **Cartography:** Roy Boholst
* **Art Director:** Bob Galica
* **Project Manager(s):** Andria Hayday, Karen S. Boomgarden
* **Electronic Prepress Coordinator:** Dave Conant
* **Typography:** Angelika Lokotz
* **Border Art:** Robert Repp
* **Graphic Design/Cover:** Dawn Murin
* **Graphic Design:** Dee Barnett
* **Appendices, Proofreading, Helping Hand:** Michele Carter
* **Map Design Assistance:** Monte Cook
* **Cool Ideas and Advice:** Jon Winter, MC Gianni

### External links

**Disclaimer:** The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

* D&D Classic product page
Fat mama

Fat mama is a minor character, mainly used for trading kitty for pringles. Fat Mama is one of the only characters to have a permanent death.

## Fat Mama

### Affiliation

Kitty (kidnap victim), Oval Spirit, Snakey (customers)

## Physical description

### Gender

Even though they go by the name "mama" nobody knows what gender they are. (i'll just use female pronouns anyway)
Sect

A **sect** is an organization similar to the factions found in Sigil, however a faction is headquartered in Sigil, while a sect is not.

Titles vary per sect, but some sects still use "Factol" as a term for their leader.

Some former factions, banished or otherwise removed from Sigil, may become sects, and likewise, a sect may become a faction if it moves into Sigil.

Guardians · Verdant Guild · Mathematicians · Order of the Planes-Militant
Incanterium · Merkhants · Ragers
Ray Vallese

**Ray Vallese** is an American writer and editor, who has worked on many *Advanced Dungeons & Dragons* products.

## Works

Vallese mainly contributed to the Planescape campaign setting. He was the editor for accessories such as *On Hallowed Ground* and adventures such as *Fires of Dis* and *Something Wild*.

## Appendix

### External links

* Website
* Twitter

### Refs

1. ↑ 1.0 1.1 https://rpggeek.com/rpgdesigner/19398/ray-vallese
Stupid Guy

**Kevin Poopy**: He may not be a god but all stupid guys worship him and as he is the only stupid guy to be able to write, he has claimed the title of "bestest writer in the land.

**Stupid Guy = Hamburger**: A floating stupid guy head trapped inside his own dream

# Stupid Guy

Stupid Guy is a major character in Soul Snake's Story as well as The Bad Guy Comics and The Evil Box Of Dreams

Stupid Guy is mostly known for his love of both feces and Oval Spirit.

## Stupid Guy Forms

**W-Hat Stupid Guy**: The most common species of Stupid Guy. A yellow face, a derpy face and it has a symbol looking similar to a w on his head

**Glasses Stupid Guy**: The 2nd most common species of Stupid Guy that acts very similar to the first one. It wears orange glasses, has a yellow face but no W-Hat

**Kevin Poopy**: He may not be a god but all stupid guys worship him and as he is the only stupid guy to be able to write, he has claimed the title of "bestest w
Planescape Monstrous Compendium Appendix

## Monstrous Compendium Appendix, Planescape

***Monstrous Compendium Planescape Appendix*** is an accessory for Planescape® AD&D 2nd edition.

“
*This MONSTROUS COMPENDIUM appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes - all geared to provide hours of adventure in the PLANESCAPE campaign setting. Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.*
”

## Creatures

* Aasimon
* Aasimon, Agathinon
* Aasimon, Devas
* Aasimon, Light
* Aasimon, Planetar
* Aasimon, Solar
* Air Sentinel
* Animal Lords
	+ Cat lord
	+ Wolf lord
	+ Hawk lord
* Archon
* Baatezu
* Baatezu–Lemure
* Baatezu, Greater–Amnizu
* Baatezu, Greater–Cornugon
* Baatezu, Greater–Gelugon
* Baatezu, Greater–Pit Fiend
* Baatezu, Least–Nupperibo
* Baatezu, Least–Spinagon
* Baatezu, Lesser–Abishai
* Baatezu, Lesser–Barbazu
* Baatezu, Lesser–Erinyes
* Baatezu, Lesser–Hamatula
* Baatezu, Lesser–Osyluth
* Balaena
* Bariaur
* Bebilith
* Bodak
* Celestial Lammasu
* Dragon, Adamantite
* Einheriar
* Gehreleth
* Githyanki
* Githzerai
* Grue–Earth
* Grue–Fire
* Grue–Air
* Grue–Water
* Hordling
* Incarnate
* Larva
* Maelephant
* Marut
* Mediator
* Moon Dog
* Mortai
* Night Hag
* Nightmare
* Noctral
* Per
* Phoenix
* Slaad
* Tanar'ri
* Tanar'ri, Greater–Babau
* Tanar'ri, Greater–Chasme
* Tanar'ri, Greater–Nabassu
* Tanar'ri, Guardian–Molydeus
* Tanar'ri, Least–Dretch
* Tanar'ri, Least–Manes
* Tanar'ri, Least–Rutterkin
* Tanar'ri, Lesser–Alu-fiend
* Tanar'ri, Lesser–Bar-lgura
* Tanar'ri, Lesser–Cambion
* Tanar'ri, Lesser–Succubus
* Tanar'ri, True–Balor
* Tanar'ri, True–Glabrezu
* Tanar'ri, True–Hezrou
* Tanar'ri, True–Marilith
* Tanar'ri, True–Nalfeshnee
* Tanar'ri, True–Vrock
* Titan
* Translator
* T'uen-rin
* Vaporighu
* Warden beast
* Yugoloth
* Yugoloth, Greater–Babau
* Yugoloth, Greater–Nycaloth
* Yugoloth, Greater–Ultroloth
* Yugoloth, Lesser–Dergholoth
* Yugoloth, Lesser–Hydroloth
* Yugoloth, Lesser–Mezzoloth
* Yugoloth, Lesser–Piscoloth
* Yugoloth, Lesser–Yagnaloth
* Zoveri
Oval Puppet

Oval Puppet is a badtube video featuring Snakey with a puppet of Oval Spirit and Stupid Guy singing a song.

## Lyrics

Oval Spirit hates honey! RRRR RRR RRRR. Oval Spirit, likes her boyfriend, ha HA, mr hampster! RRRRRRR. Oval Spirit hates Washing Machines! RRRR! Oval Spirit Likes, Hates money. Oval Spirit likes... marrying a stupid guy! RRRR RRR RRR! Oval Spirit hates everything. Oval Spirit likes Salad, RRRR RRRR RRR!!!! Oval Spirit hates honey, RRR RRR RRR!!!
Wonderhome

## Planar Traits

* Great Wheel
* World Axis
* World Tree

## Realm in the Outlands

### Location

The Outlands[[Category:Locations in {{#regex:the Outlands|%^(\w+blank:)+%}}Outlands]]

## Realm in House of Knowledge

### Location

House of Knowledge[[Category:Locations in {{#regex:House of Knowledge|%^(\w+blank:)+%}}House of Knowledge (plane)]]

## Realm in House of Knowledge

### Location

House of Knowledge[[Category:Locations in {{#regex:House of Knowledge|%^(\w+blank:)+%}}House of Knowledge (plane)]]

**Wonderhome** was the divine realm of Gond, the Faerûnian god of craftsmen.

## Cosmography

In the Great Wheel cosmology, Wonderhome was located in the Outlands, though its exact placement within that plane was uncertain. In the World Tree cosmology, it was located in the celestial plane known as the House of Knowledge, a plane that Gond shared with the Faerûnian deity of invention Oghma. And in the World Axis cosmology, Wonderhome was also located within the House of Knowledge, but there the latter was considered to be an astral dominion belonging to Oghma.

A *portal* between this realm and the Mithral Forge, divine realm of the gnomish craftsmen deity Flandal Steelskin, was maintained by Gond.

## Description

Wonderhome was said to be a great workshop full of all manner of inventions. Some were recognizable to Faerûnians, though many more were not as they had yet to be discovered.

## Appendix

### Notes

1. ↑ Wonderhome was never depicted on any maps of the Outlands, so its location in relation to all the other divine realms there is unknown.

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 158. ISBN 0-7869-3134-5.
2. ↑ 2.0 2.1 2.2 Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), p. 62. ISBN 978-0786903849.
3. ↑ 3.0 3.1 3.2 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 181. ISBN 0-7869-0430-5.
4. ↑ 4.0 4.1 4.2 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 64. ISBN 978-0-7869-4924-3.

### Connections

The Concordant Domain of the Outlands
**Realms**
Caverns of Thought • Court of Light • Dwarvish Mountain (Deepshaft Hall • Soot Hall • Strongale Hall) • Flowering Hill • Gzemnid's Realm • Hidden Realm • Labyrinth of Life • Marketplace Eternal • Mausoleum of Chronepsis • Palace of Judgement • Semuanya's Bog • Sigil • Sleeping Lands • Tir na Og (Deep Forest • the Great Smithy • House of Knowledge • the Pinnacle • Tir fo Thuinn) • Thoth's Estate • **Wonderhome**
**Gate-towns**
Automata • Bedlam • Curst • Ecstasy • Excelsior • Faunel • Fortitude • Glorium • Hopeless • Plague-Mort • Ribcage • Rigus • Sylvania • Torch • Tradegate • Xaos
Something Wild

## TSR2619

### Link to citation

[[[Template:Cite book/{{#regex:Something Wild|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***Something Wild*** is a Planescape® AD&D 2nd-edition adventure module.

“
*Every Berk in Sigil Struggles to keep his savage side at bay. But now the bars of the cage are breaking down. . . .*
*Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild.*

*Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Carceri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse.*
”

## Contents

* Introduction
* Chapter 1: Rattling the Cage
* Chapter 2: The Hills Are Alive
* Chapter 3: The Belly of the Beast
* Appendix

## Appendix

### Credits

* **Designer:** Ray Vallese
* **Editor:** Allen Varney
* **Cover Artist:** Robh Ruppel
* **Interior Artist:** Tony DiTerlizzi
* **Color Plates:** Jeff Miracola, Alan Pollack, Adam Rex
* **Cartographer:** Roy Boholst
* **Typography:** Angelika Lokotz
* **Border Artist:** Robert Repp
* **Conceptual Artist:** Dana Knutson
* **Art Director:** Bruce Zamjahn
* **Graphic Design:** Greg Kerkman, Dawn Murin
* **Project Coordinator:** Andria Hayday
* **Electronic Prepress Coordination:** Dave Conant
* **Proofreaders:** Michele Carter, Bill Slavicsek
* **Playtesters:** John Cummings, Keith Cummings, Todd Cushman, Dave Lubash, Bob Newell, Ted Zuvich
Oinos

**Oinos** was the first layer of the plane of The Gray Waste.

It was the main battlefield of the Blood Wars, and was a land of disease and stunted trees. The River Styx flowed through this layer.

## Realms

* Khin-Oin, the Wasting Tower
* Lodestone of Misery
* Crystal Spire
* Fleshslough
* Fortress of Disease
* Glitterhell
	+ The Village
* Urdsrest
* Charnelhouse
* Nergaltos
Wenimats

## Demiplane

**Wenimats** was the demiplane where the gods and goddesses of the Azuposi people dwelt. It was ruled over by the god Miochin.

## Description

The Azuposi described Wenimats as the most beautiful of all mountains. It was full of lakes, spring-fed streams, rich forests, and sun-lit meadows. At its center was a massive basin full of water, from which the shiwannas drew water to water the surface of the Pasocada Basin.

## Connections

Wenimats was connected to Brux, the second layer of The Beastlands by the Sun Trail, a mystical road of aromatic cornmeal and pollen that wove its way through the Astral Plane and also connected Wenimats to the Material Plane at a holy site called Dunobo Springs.

## History

The demiplane was created by the Spider Woman, the oldest of the Azuposi spirits, along with her lover, the Sun Father. The Azuposi also believed her responsible for the creation of the whole world of Toril.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 John Nephew and Jonathan Tweet (April 1992). *City of Gold*. (TSR, Inc), p. 24. ISBN 978-1560763222.
2. ↑ 2.0 2.1 John Nephew and Jonathan Tweet (April 1992). *City of Gold*. (TSR, Inc), pp. 66–67. ISBN 978-1560763222.
3. ↑ 3.0 3.1 John Nephew and Jonathan Tweet (April 1992). *City of Gold*. (TSR, Inc), p. 27. ISBN 978-1560763222.
River Ma'at

A map depicting the River Ma'at's path through the Outlands.

The **River Ma'at** was a wide, slow-moving body of water that twisted through much of the Outlands.

## Geography

The source of this river was a large lake near the center of the Spire, particularly a divine realm half of it known as Semuanya's Bog. It regularly overflowed at its lower banks, carving a path through the rolling hills of the plane.

The River Ma'at mostly flowed along the seventh ring (or layer) of the Outlands, occasionally crossing through other layers. It passed by the gate-towns of Torch and Ribcage, the divine realm of Thoth's Estate, and the gate-towns of Automata, Fortitude, and Excelsior, until finally terminating at a shining salt flat. The distance between the River Ma'at and Torch was roughly a journey of three to eighteen days.

Throughout the area of Thoth's Estate, the River Ma'at was bordered on either side by deserts and swamps. There were also a number of villages and towns that dotted its banks in this realm, inhabited largely by the petitioners of Thoth.

### Flora & Fauna

It was quite common to come across crocodiles and crocodile-like creatures living within the River Ma'at.

## History

During the reign of King Azoun Obarskyr IV, a half-elven paladin of Oghma from Cormyr was dispatched on a mission to explore the planes of existence beyond Toril. The paladin's name was Ambran the Seeker, and excerpts from his journal still survived to the Present Age. In volume 7, Ambran described how he hired a bariaur guide named Glin to take him from Sigil to the Outlands. Then Volume 9 told of his journey from Ribcage to Automata. Once there, he was able to witness the Modron Parade before continuing on to the River Ma'at, accompanied by both Glin and Rialiva, a member of the Doomguard.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 31. ISBN 0-7869-0121-7.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 David "Zeb" Cook (1994). *Planescape Campaign Setting, Sigil and Beyond*. Edited by David Wise. (TSR, Inc), p. 18. ISBN 978-1560768340.
3. ↑ Jeff Grubb (May 1995). *A Player's Primer to the Outlands*. Edited by Ray Vallese. (TSR, Inc.), p. 5. ISBN 0-7869-0121-7.
4. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 91. ISBN 0-7869-0430-5.
5. ↑ David "Zeb" Cook (April 1994). “The Plane Truth Part II: A Journey to the Outlands”. In Kim Mohan ed. *Dragon* #204 (TSR, Inc.), pp. 28–30.
The Deva Spark

## TSR2606

### Link to citation

[[[Template:Cite book/{{#regex:The Deva Spark|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***The Deva Spark*** is a Planescape® AD&D 2nd-edition adventure module.

“
*A bar room brawl? No big deal. Except when it starts on the Abyss—and the brawlers are a deva and a bebilith! The deva: A celestial champion who serves the cause of ultimate Good. The bebilith: A nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize.*
*What terrible secret connects these two beings? And what does it all have to do with the legendary deva spark? Only a group of brave cutters can get to the dark of this peel, and they'd better hurry... because time is running out!*

*"The Deva Spark" is a Planescape adventure for a party of four to six characters of 5th—9th levels. From the blasted pits of the Abyss to the peaceful forests of Elysium, the heroes track a barmy bebilith who holds the key to saving the life of a dying deva. Can your characters handle the fire of the deva spark?*
”

## Contents

* Introduction
* Chapter 1: A Wrong Turn
* Chapter 2: The Restful Plane
* Chapter 3: The Deva Spark

## Appendix

### Credits

* **Designer:** Bill Slavicsek, J.M. Salsbury
* **Editor:** Michele Carter
* **Cover Artist:** Dana Knutson
* **Color Plates:** Ned Dameron, Dana Knutson, Alan Pollack
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Border Artist:** Robert Repp
* **Conceptual Artist:** Dana Knutson
* **Art Coordinator:** Peggy Cooper
* **Graphic Design:** Dawn Murin, Dee Barnett
* **Graphics Coordinator:** Sarah Feggestad
* **Electronic Prepress Coordination:** Tim Coumbe
* **Proofreading:** Ray Vallese
* **Special Thanks:** Bruce Nesmith
Penny the Pony

**Penny the Pony** (French: Patricia, le poney) is a purple female horse and she loves to sing and dance.

Favorite Color: ⬤ Purple, ⬤ Violet
Favorite Number: 6
Best Friends: Etta the Elephant
Favorite Food: Grape Ice Cream
Favorite Drink: Grape Juice
Favorite Movies: My Little Pony: Dancing in the Clouds
Favorite Hobbies: Singing, dancing
Catchphrases: "Neigh!"
Played by: Kelly Sheridan
Othrys

**Othrys** was the first layer of the plane of Carceri.

The many orbs of Carceri at this layer were 100 miles apart, with the highest peaks of adjacent orbs almost touching. The orbs were mainly boggy swamp and quicksand, with the waters of the River Styx flowing across the layer. There are numerous villages built on stilts in the marsh-like terrain, and prime-material trolls roam among the swamps. In the mountains of the layer reside the Titans, exiled from Arborea.

## Realms

* Mount Othrys
* The Bastion of Last Hope
* Palace of Thunder
* The Crypt
* Moldrus's Gap
* The Stones of Draetilus
* The Tower of Incarnate Pain
* The Reflective Chasm
The Eternal Boundary

## TSR2601

### Link to citation

[[[Template:Cite book/{{#regex:The Eternal Boundary|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***The Eternal Boundary*** is a Planescape® AD&D 2nd-edition adventure module. It is the first adventure for the Planescape setting, and focuses on a few key areas of Sigil. The player characters are hired to locate a madman who holds the key to a portal, and explore the slums of the Hive, meet the Bleak Cabal at the Gatehouse, and parley with undead in the vaults of the Mortuary.

“
*A planescape adventure that starts in Sigil. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive in search of a madman names Eliath, who has information the PCs' employers want.*
”

## Contents

* Introduction
* Chapter 1: The Hive
* Chapter 2: The Mortuary
* Chapter 3: The Eternal Boundary

## Appendix

### Credits

* **Designers:** Richard Baker
* **Editor:** Georgia S. Stewart
* **Cover Artist:** Robh Ruppel
* **Color Plates:** Rick Berry, Ned Dameron, Alan Pollack
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Border Art:** Robert Repp
* **Conceptual Artist:** Dana Knutson
* **Graphic Design:** Dawn Murin, Dee Barnett
* **Graphics Coordinator:** Sarah Feggestad
* **Art Coordinator:** Peggy Cooper
* **Project Coordinator:** Dori Jean Hein
* **Electronic Prepress Coordinator:** Tim Coumbe
* **Proofreader:** Michele Carter