recursal/Fanatic-Fandom huggingface dataset:
Fraternity of Order

* D&D 5e
* AD&D 2e

The **Fraternity of Order** are a faction believe that the multiverse can be defined by a series of rules. And once you know and understand these rules, you can exploit them.

## Philosophy

Everything has laws; most are dark. Learn the laws of the multiverse and you can rule it.

The Guvners divide laws into three rough categories: *Rules* define what individual people do, *Laws* define societies and the natural world, and *Great Axioms* are laws governing the multiverse and empowering the gods. Guvners seek to discover all the Great Axioms, but even the highest-ranking Guvners usually only know a bare handful.

## Role

The Fraternity of Order affinity for rules and laws makes them perfect for running the High Courts, the seat of Sigil's legal system. They write the laws and adjudicate over criminal trials in the courtrooms (as both judges and lawyers). The Harmonium enforce the laws, and once a criminal is deemed guilty, they're passed on to the Mercykillers to carry out the punishment.

## References

* Planescape: *Planescape Campaign Setting*, p. 22, A Player's Guide to the Planes
* Planescape: *The Factol's Manifesto*, p. 68-77
* Planescape: *The Planewalker's Handbook*, p. 66

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:
Lower planes

The **lower planes** (sometimes **Lower Planes**) is a collective term used in the Great Wheel cosmology model to represent the Outer planes of Evil alignment, located across the bottom of the Great Wheel. These are Acheron, the Nine Hells, Gehenna, Hades, Tarterus, the Abyss, and Pandemonium.

The only other thing these planes have in common is the river Styx which flows through at least one level of each Evil plane.

The World Tree cosmology model rearranged, renamed, and reorganized the lower planes into the Fiendish Planes but some people still use the older term to describe the evil-aligned planes.

## Inhabitants

A surprisingly great amount of outsiders travelled to the lower planes to do business with its natives, as the residents often possessed substances, items, and information that could not be found anywhere else.

## References

1. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 73. ISBN 0880383992.
2. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 83. ISBN 0880383992.
3. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 311. ISBN 0-7869-1836-5.
4. ↑ Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), p. 146. ISBN 0-7869-3134-5.
5. ↑ Monte Cook (1998). *Tales from the Infinite Staircase*. Edited by Skip Williams. (TSR, Inc), p. 123. ISBN 0786912049.
A Player's Primer to the Outlands

## TSR2610

### Link to citation

[[[Template:Cite book/{{#regex:A Player's Primer to the Outlands|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***A Player's Primer to the Outlands*** is a 2nd-edition *Advanced Dungeons & Dragons* boxed set. It is part of the *Planescape* campaign setting.

“
*You've never seen a skull like this one, cutter - it's made of a silvery metal, with rainbow hues cascading over its shiny surface. Local bashers call it a mimir. Toss it into the air, and ask it questions: What is Ecstasy? Do fiends patrol the Outlands? The floating skull slicks softly, scouring its enchanted vaults for the answers. Then its bone-box opens, drivens by ancient pistons, and it begins to speak....*
*A PLANESCAPE accessory for player characters of all levels, the Player's Primer provides a look at the Outlands, which surround the great city of Sigil - the gateway to all the Outer Planes. In this box, a cutter'll find:*

* *An audio compact disc that represents the mimir, a new magical item offering a strange and thrilling tour of the Outlands. More than 40 CD tracks allow players to hear what their characters would hear when consulting this handy (and some say dangerous) oracle.*
* *A 32-page guide to the most important sites and features of the Outlands.*
* *A full-color poster map of the Outlands with never-before-seen maps of gate-towns.*

”

## Description

*A Player's Primer to the Outlands* is a boxed set containing a 32-page book written by Jeff Grubb, a full-color poster map by Robert Lazzaretti, and an audio CD.

*A Player's Primer to the Outlands* is a guide to the Outlands--those areas surrounding Sigil--including descriptions of the locations and inhabitants of the Outlands. The interactive audio CD contains 41 tracks of Mimir interaction.

## Contents

* Welcome to the Outlands
* Using the Booklet
* Using the CD
* A Word of Warning
* The Mimir
* An Overview of the Outlands
* Moving through the Outlands
* Magic in the Outlands
* A Tour of the Outlands

## Gallery

*Back Cover**Cover of the audio CD jewel case that comes with the boxed set*
## Credits

* **Designer:** Jeff Grubb
* **Editor:** Ray Vallese
* **Cover Artist:** Robh Ruppel
* **Interior Artist:** Tony DiTerlizzi
* **Conceptual Artist:** Dana Knutson
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Border Art:** Robert Repp
* **Graphics Coordinator:** Sarah Feggestad
* **Art Coordinator:** Peggy Cooper
* **Graphic Design:** Dee Barnett, Dawn Murin
* **Electronic Prepress Coordinator:** Tim coumbe
* **Proofreader:** Wolfgang Baur, Michele Carter, Bill Slavicsek

## Appendix

### See Also

* Images from A Player's Primer to the Outlands
Believers of the Source

### Philosophy

All life springs from the same divine source, ascending and descending in form as it is tested.

### Successor

The Mind's Eye

The **Believers of the Source** are a faction who believe that everyone is constantly being tested, with all of us progressing to a higher form. If not in this life, then the next. Eventually, everyone and everything will become a god. At that point, the multiverse ends. That cycle of testing and ascension is the purpose of the multiverse.

## Role

The process of purification and creating anew is a metaphorical forge, so it makes sense that the Godsmen would take up the operation of the Great Foundry, Sigil's literal forge.

## References

* Planescape: *Planescape Campaign Setting*, p. 17, A Player's Guide to the Planes
* Planescape: *The Factol's Manifesto*, p. 16-25
* Planescape: *The Planewalker's Handbook*, p. 66

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:
James Wyatt

**James Wyatt** is an author of several sci-fi and fantasy novels. He has co-authored numerous Forgotten Realms sourcebooks.

## Works

### Sourcebooks

* *Monster Compendium: Monsters of Faerûn* (2001)
* *Defenders of the Faith* (2001)
* *City of the Spider Queen* (2002)
* *Book of Exalted Deeds* (2003)
* *Draconomicon: The Book of Dragons* (2003)
* *Player's Guide to Faerûn* (2004)
* *Cormyr: The Tearing of the Weave* (2007)
* *Player's Handbook 4th edition* (2008)
* *Monster Manual 4th edition* (2008)
* *Player's Handbook 2* (2009)

### Dragon magazine

* "Wyrms of the North: Zundaerazylym", Dragon magazine 259 (May 1999)
* "Ancient Feats and Martial Styles", Dragon magazine 315 (January 2004)

## Appendix

### Further Reading

* Michael G. Ryan (March 2001). “ProFiles: James Wyatt”. In Dave Gross ed. *Dragon* #281 (Wizards of the Coast), p. 12.
Lunia

**Lunia**, the Silver Heaven, was the first layer of the plane of Mount Celestia.

## Realms

* Fortress Eternal and Everlasting
* Heart's Faith
* Nemmiron
* Soul's Desire
* The Court
* Nectar of Life
	+ Omyriel
		- Katsudarma Library
	+ Pinnacle of Indigo
	+ Maiden's Veil
* Eight Happinesses
* Shimmering River
* Silver Sea
	+ Tower of Fire
* Arch of Triumph
* Bahamut's Palace
* Bay of Light
Athar

* D&D 5e
* AD&D 2e

The **Athar** are a faction who do not believe that the gods in the planes are real gods. Powerful? Of course. But not worthy of worship. Factol Terrance instead worships a force he calls the *Greater Unknown*, and actually receives priestly spells from this mysterious source.

## Philosophy

The gods are frauds; the unknowable truth lies beyond the veil.

## Role

Operating out of the Shattered Temple, formerly a temple to Aoskar, the Athar stay out of government. They run a spy network, observing the city's faiths and temples. If any of them seem to be gaining any undue influence, the Athar leak information to the relevant authorities.

## Background Information

* The "Athar" name comes from "atheist," from Greek *a-* (not) and *theos* (god), someone who does not believe in a God or gods.
* The Greater Unknown is sometimes inconsistently called the Great Unknown.

## References

* Planescape: *Planescape Campaign Setting*, p. 16, A Player's Guide to the Planes
* Planescape: *The Factol's Manifesto*, p. 6-15
* Planescape: *The Planewalker's Handbook*, p. 66
* Planescape: *Planescape: Adventures in the Multiverse*, p. 22, Sigil and the Outlands

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:
Free League

### Philosophy

This ain't no faction, and *nobody* tells us what to do. Keep your options open; nobody's got the key to the truth.

### Enemies

Harmonium

The **Free League** are a faction, although if you ask most Indeps, they'll deny it. The idea that anyone knows the truth and everyone else is wrong? Since when does a smart gambler risk it all on a single throw?

## History

The Indeps have been around for centuries. During the Great Upheaval, the Lady's pronouncement to whittle down the numbers of factions down to 15 had most of Sigil's population switching allegiance to the Free League, the most non-faction faction, figuring they'd just wait for the whole thing to blow over and figure out which of the surviving factions to join. The Free League had the honor of becoming the largest faction in Sigil's history, with a million members.

Within fifty years, that number was down to 20,000. Some of that was due to people joining other factions once the new 15 had been established, but a large part of it was a "plague" which swept through the faction.

After the Faction War, when the Lady pronounced that factions would no longer be welcome in Sigil, the Indeps shrugged, took off their faction insignia, and continued business as usual. They'd always said they were never a faction, after all.

## Role

The Indeps run the Great Bazaar, if they could be said to "run" anything. They prefer to be able to live their lives and sell their wares, and not get hassled by the Harmonium.

## Background Information

* The "Indep" nickname comes from "independent."

## References

* Planescape: *Planescape Campaign Setting*, p. 23, A Player's Guide to the Planes
* Planescape: *The Factol's Manifesto*, p. 78-87
* Planescape: *The Planewalker's Handbook*, p. 66-67

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:
70 YFHR

## Events

* Rowan Darkwood is born, the third son of a trivial noble on Oerth.

* The Anarchist Rechvad develops a magical process to change one's personality, to aid in infiltration. Unfortunately duration cannot be predicted, so Rechvad is shunned for his failure.
* Lub is imprisoned at the Gatehouse.

## References

1. ↑ Planescape: *The Factol's Manifesto*, p. 58
2. ↑ Planescape: *The Factol's Manifesto*, p. 61
3. ↑ Planescape: *Faction War*, p. 65
4. ↑ Planescape: *Faction War*, p. 98
Great Modron March

The **Great Modron March** (or simply the **Modron March**) is a march of thousands of modrons, pouring out of the Automata gate to Mechanus, marching around the Great Ring until the remnants arrive back in Mechanus. The purpose of the March is unknown, but it's speculated to be a way to encounter and report back on the state of the planes.

A "cycle" in Mechanus is one full turn of the largest cog, a period lasting 17 years. Every 17 cycles (289 years), the March sets out. The confusion between 17 years and 17 cycles has led some sources to claim that the March occurs every 17 years.

The last (scheduled) March was around 24 YFHR.

After the Primus had died and Tenebrous temporarily usurped his position in 129 YFHR, an extremely premature March was dispatched, specifically to search for the Wand of Orcus.

## Structure

The March consists of at least the following:

* One quinton
* One hexton
* One septon
* Four octons
* Four nonatons
* Five decatons
* 50 pentadrones
* 80 quadrones
* 405 tridrones
* 1280 duodrones
* 8640 monodrones

## References

1. ↑ Planescape: *Planes of Law*, p. 15, Mechanus
2. ↑ Planescape: *The Great Modron March*, p. 4
3. ↑ Planescape: *The Great Modron March*, p. 69
4. ↑ Planescape: *Dead Gods*, p. 8
5. ↑ Planescape: *The Great Modron March*, p. 8
Hopeless

**Hopeless** was a large gate-town leading to Hades from the Outlands.

## Description

Hopeless was surrounded completely by a wall, which had a single entrance. The entrance was made from red stone and was carved into a screaming human face. The city was built in a large pit and was unique in that there was only a single road, which spiralled down the pit. At the end of the road was a courtyard which was home of the gate-town's Gate.

All the buildings of Hopeless were bleak and drab, made from the same gray stone and wood.

### Gates

Found at the bottom of the pit, the Gate to Hades appeared as a large well filled with viscous black tar-like ooze. To enter the portal one merely had to jump into the well.

## Inhabitants

The residents of this gate-town were cheerless and despondent. Individuals who settled in Hopeless were ones who had nowhere else to go and were too depressed to do anything. The Gate to Hades had an effect on the inhabitants as well. Anyone who stayed in the gate-town took on a pallor that matched the drab buildings and their eyes became sensitive to light and bright colors. This transformation began after only a few weeks exposure. Due to the light sensitivity of the residents, a local law forbade bright and contrasting colors.

## 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.), pp. 19–20. ISBN 0-7869-0121-7.

### 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
Fortune Finder 1

Cover A

### Link to citation

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

## Series

### Followed by

*Fortune Finder #2*

***Fortune Finder #1*** is a comic published by IDW Publishing and the first issue of a five-issue comic series set in the city of Sigil. It is written by Jim Zub, and drawn by Jose Jaro.

“
*In the city of Sigil, an amnesiac hero only known as Finder tries to uncover who they are and why they're being chased by planar beings intent on capturing them-or worse. But as their tumultuous journey unfolds, they discover that their fate is tied to grand forces that dictate reality itself throughout the planes! A shocking surprise lurks around every corner in Fortune Finder, a miniseries inspired by the new Dungeons & Dragons sourcebook* Planescape: Adventures in the Multiverse*.*
”

## Index

Characters

Bobby • Diana • Eric • Finder • Hank • Lady of Pain • Notitia Never-Lost • Presto • Protitch • Sheila
**Referenced only**
Maddyknack
Creatures

bariaur • deva • fiend • githyanki • half-elf • human • lemure • lizardman • orc • tiefling • shadow
**Referenced only**
devil
Locations

Buildings & Sites

Hooded Lantern Tavern
Settlements

Sigil
Planes

Abyss • Ysgard
**Referenced only**
Inner Planes • Outer Planes • Prime Material plane
Organizations

Harmonium
**Referenced only**
Sensates • Signers
## Cover Gallery

Cover ACover BIncentive Cover 1Incentive Cover 2Online Exclusive Cover
## Appendix

### External Links

* *Fortune Finder* #1 (IDW Exclusive) at IDW Publishing

## Notes

1. ↑ Bobby, Diana, Eric, Hank, Presto, and Sheila were passing by on page 14.

### References

1. ↑ *Dungeons & Dragons: Fortune Finder* #1 IDW Exclusive. Retrieved on 2023-12-29.
Colin McComb

**Colin McComb** is an author and game designer who has worked for TSR, Inc. and Interplay Entertainment.

## Education

McComb received a degree in Philosophy from Lake Forest College.

## Works

While at TSR, McComb worked with Monte Cook to expand the Planescape setting as well as on core Dungeons & Dragons material. He also co-authored *Aurora's Whole Realms Catalogue* for the Forgotten Realms setting.

With Interplay, McComb contributed to the *Planescape: Torment* game.

## Appendix

### External links

* Colin McComb article at ***Wikipedia***, The Free Encyclopedia.
* Colin McComb website
Fires of Dis

## TSR2608

### Link to citation

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

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

“
*Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished!*
*Fires of Dis is a PLANESCAPE adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town of Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis - and survive!*
”

## Contents

* Introduction
* Chapter 1: The Sting
* Chapter 2: Under the Ribs
* Chapter 3: Red Journey
* Chapter 4: A City That Burns
* Chapter 5: The Lord of Dis
* Chapter 6: Hearts and Minds
* Appendix: On Baator and the Baatezu

## Appendix

### Credits

* **Designer:** Steve Perrin
* **Editing and Additional Design:** Ray Vallese
* **Interior Artists:** Tony DiTerlizzi
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Color Plates:** Scott Burdick, Ned Dameron, Dana Knutson, Alan Pollack, Sam Rakeland
* **Border Artist:** Robert Repp
* **Conceptual Artis:** Dana Knutson
* **Graphic Design:** Dawn Murin, Dee Barnett
* **Graphics Coordinator:** Sarah Feggestad
* **Art Coordinato:** Peggy Cooper
* **Electronic Prepress Coordinator:** Tim Coumbe
* **Proofreaders:** David Wise, Tim Beach, Michele Carter
* **Design Review and Special Thanks:** Rich Baker, Monte Cook, Colin McComb
In the Abyss

## TSR2605

### Link to citation

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

***In the Abyss*** is a Planescape® AD&D 2nd-edition adventure module.

“
*Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the Abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action.*
Every sod's got a tale to tell about the Abyss - it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present.

*In the Abyss is a PLANESCAPE adventure for a party of four to six characters who are of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri!*
”

## Contents

* Introduction
* Chapter 1: The Announcement
* Chapter 2: In the Abyss
* Chapter 3: The Ship of Chaos

## Index

Characters

Tashad
Creatures

tanar'ri
Locations

Abyss
Organizations

Doomguard
## Appendix

### Credits

* **Designer:** Skip Williams
* **Editor:** David Wise
* **Cover Artist:** Robh Ruppel
* **Color Plates:** Scott Burdick, 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:** Jefferson M. Shelley
* **Playtesters:** Eric Boily, Steve Greg& Christopher Fredericks, Dean Chamberlain, Justin Hansen, Steven Wilde
Demiplane of Nightmares

## Demiplane

The **Demiplane of Nightmares** was a horrific demiplane inhabited by creatures that looked like monsters out of nightmares.

## Description

The Demiplane of Nightmares was a strange place of strange angles and stranger geometry that seemed unsettling, even repulsive, to people from the Material plane.

The Demiplane of Nightmares was variously described to be either an independent demiplane in the Ethereal plane, or a demiplane located coterminously with both the Region of Dreams and the Ethereal Plane. Either way, the boundary between the Demiplane and the Far Realm was extremely thin and the taint of the latter constantly seeped into the Demiplane, corrupting it.

## Inhabitants

Creatures known to inhabit the Demiplane of Nightmares included neh-thalggu, diaboli, feyrs, nagpas, and maelephants. Of these, only the diaboli were actually native to the demiplane. The diaboli occupied the same niche on the Demiplane of Nightmares that humans did on the Material Plane. Malferas were a native predator of the demiplane.

The creatures that lived in the Demiplane of Nightmares were horrific beings to the eyes of most people. It was said that they saw creatures from the Material plane in much the same way, and certainly the diaboli instinctively feared humans and other humanoids.

## History

In −681 DR, Netherese arcanists emigrated to the Demiplane of Nightmares, where the energies infusing the plane twisted their descendants until they evolved into the Night Parade.

Around and prior to the year 1359 DR, members of the Night Parade opened *portals* back to the Realms, where they began infiltrating cities such as Calimport.

## Rumors & Legends

Some claimed that the dark powers must have pulled part of the Demiplane of Nightmare into the Demiplane of Dread to create an even more terrifying expanse in that place.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Bruce R. Cordell (1998). *A Guide to the Ethereal Plane*. Edited by Michele Carter, Keith Francis Strohm. (TSR, Inc.), p. 47. ISBN 0-7869-1205-7.
2. ↑ 2.0 2.1 Mike McArtor (January 2005). “Winning Races: Diaboli”. In Erik Mona ed. *Dragon* #327 (Paizo Publishing, LLC), pp. 62–63.
3. ↑ 3.0 3.1 3.2 John Nephew, John Terra, Skip Williams, Teeuwynn Woodruff (1994). *Mystara Monstrous Compendium Appendix*. (TSR, Inc.), p. 26. ISBN 1-56076-875-4.
4. ↑ Wolfgang Baur, Sean K. Reynolds (May 2006). “Creature Collection V”. In Erik Mona ed. *Dragon* #343 (Paizo Publishing, LLC), pp. 51–52.
5. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. Edited by Penny Williams. (Wizards of the Coast), p. 98. ISBN 0-7869-3654-1.
6. ↑ Scott Ciencin (June 1992). *The Night Parade*. (TSR, Inc). ISBN 1-5607-6323-X.
Jeff Grubb

**Jeff Grubb** is the author of several Forgotten Realms novels and articles. Among his more notable work is The Finder's Stone trilogy, featuring the popular character Alias, which he co-authored with his wife Kate Novak.

## Works

### Novels

All of the following books were co-authored with Kate Novak.

#### The Finder's Stone trilogy

1. *Azure Bonds*
2. *The Wyvern's Spur*
3. *Song of the Saurials*

#### The Harpers series

* *Masquerades*
* *Finder's Bane*

### Dragon magazine

* *Awash in Phlogiston*, Dragon #153 (January 1990)[citation template]
* *Dreamlands: Variant Planes of Dreams*, Dragon #287 (September 2001)[citation template]
* *Next Stop: Eveningstar*, Dragon #157 (May 1990)[citation template]
* *Plane Speaking: Tuning in to the Outer Planes*, Dragon #120 (April 1987)[citation template]
* *Plane Speaking: The (Positive) Quasi-Elementals!*, Dragon #125 (September 1987)[citation template]
* *Plane Speaking: The (Negative) Quasi-Elementals!*, Dragon #128 (December 1987)[citation template]
* *Sounds of Wonder & Delight*, Dragon #190 (February 1993)[citation template]
* *Wonders of the Lands of Fate*, Dragon #179 (March 1992)[citation template]
* *Rogue's Gallery*, Dragon Magazine Annual 1997

## Appendix

### Gallery

From left to right: Elminster discusses 12th century DR Mulhorandi pottery with Jeff Grubb and James Lowder in *Everybody Wants to Run the Realms*.
### Further Reading

* Uncredited (July 1986). “TSR Profiles: Jeff Grubb”. In Kim Mohan ed. *Dragon* #111 (TSR, Inc.), p. 64.
* Allen Varney (May 1998). “ProFiles: Jeff Grubb”. In Dave Gross ed. *Dragon* #247 (TSR, Inc.), p. 120.

de:Jeff Grubb
87 YFHR

## Events

* Cipher Imel Brustur is directed by his factol to retrieve a squid, in order to wine and dine an ambassador from Ysgard. Through a series of miscommunications, Imel ends up at S&J Transport with a spelljamming Squid Ship and a big dept to pay, and only 24 hours to pay it. He convinces a trio of Doomguard to buy the "magnificent pirate ship," pays off his debt, and invests in a building on Risvold Street. It becomes one of Sigil's premier eateries, Imel's Happy Tongue.
* Jamis, future Bureau Chief of the Ad Hoc Bureau of Courts, is born.

## References

1. ↑ Planescape: *In the Cage: A Guide to Sigil*, p. 82
2. ↑ Planescape: *The Factol's Manifesto*, p. 72
Abellio

**Abellio** was the first layer of Arcadia in the Great Wheel cosmology. An endless stretch of orderly plains dotted with a few mountains and hills, it contained the divine realms of Clangeddin Silverbeard and Marduk.

## Geography

The large flat expanse of Abellio was a land of plenty. There were abundant forests, lakes, rivers, and open fields. In the harmonious ecosystem, even wild beasts contributed to the common good.

Abellio was a well-ordered place with well-tended crops, orchards, and cities all laid out in regular geometric shapes. Properly shaped and arranged flowerbeds of every color were always in bloom and never needed a gardener, nourished by gentle rains. Night and day were provided by a huge rotating sphere, half radiant, half dark, set into the highest mountain in the plane. The trees of Abellio grew in straight orchard rows or tidy forests. They had bark of iron, copper, silver, or gold, depending on the type of tree. The leaves resembled those of Prime Material Plane trees but were colored dark green to fire red and never fell to the ground. Each type of tree constantly produced a particular fruit which had magical properties like a potion when consumed.

## Trade

The main trade post of Abellio was the district of Mercantus, the portion of the city of Mandible that was above ground. It welcomed traders and travelers to its markets and inns.

## Notable Locations

* Mandible, a highly militaristic hive-city inhabited by formians, and the layer's main trading post. It was ruled by the Queen Mother K'l'tk'thra.

* Marduk, the divine realm of the Untheric deity Marduk. A dry and arid land, it still allowed trees to grow and streams to flow. It was inhabited by a peaceful and mostly complacent population.

* Mount Clangeddin, the divine realm of Clangeddin Silverbeard. It was a perfectly conical mountain that rose about 30,000 feet (9,100 meters) at its cloudy and stormy peak, whose interior had been expertly and luxuriously carved and decorated. Visitors were welcome in its halls, in particular for the purpose of ordering weapons from the expert smiths that worked on the mountain's forges.

## Realms

* The Ghetto
* Mandible
* Citadel of the Cloud King
* Citadel of the Lightning King
* Citadel of the Rain King
* Citadel of the Wind King
* Anvil of Creation
* Cherry Blossom
* Ministry of Rewards
* Marduk (realm)
	+ Marduk (city)
* Mount Clangeddin
* Bastion of Law

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Colin McComb (February 1995). “Arcadia”. In Michele Carter ed. *Planes of Law* (TSR, Inc), pp. 12–17. ISBN 0786900938.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). *Manual of the Planes 3rd edition*. (Wizards of the Coast), pp. 130–132. ISBN 0-7869-1850-8.
3. ↑ Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), p. 172. ISBN 0-7869-0430-5.
4. ↑ Jeff Grubb (July 1987). *Manual of the Planes 1st edition*. (TSR), p. 86. ISBN 0880383992.

### Connections

The Peaceable Kingdoms of Arcadia
Layers and their Realms
371 BFHR

## Events

* Due to the rise in popularity of the city's factions, and the propensity for those factions to ban guild membership to members, the Planewalker's Guild realizes that Sigil is no longer a hospitable home for them, despite how otherwise perfect it is for an organization like theirs.
* Factol Rowan Darkwood emerges from the Maze in which he was trapped, 500 years earlier than expected. He arrives in the Gatehouse where he's placed in a cell. The Bleak Cabal rename him Gifad.

## References

1. ↑ Planescape: *Tales from the Infinite Staircase*, p. 20
2. ↑ Planescape: *Faction War*, p. 36
3. ↑ Planescape: *Faction War*, p. 101
4. ↑ Planescape: *Faction War*, p. 102
Outer Plane symbols

This is an organized gallery of symbols representing the Outer Planes for *Planescape*. Many of these symbols have never been made available in their original forms before.

## Outer Planes

### 2nd Edition

Clockwise, starting at Elysium:

ElysiumThe BeastlandsArboreaYsgardLimboPandemoniumThe AbyssCarceriGray WasteGehennaBaatorAcheronMechanusArcadiaMount CelestiaBytopiaOutlands

Template:PSsymbols
Verdant Guild

### Philosophy

Wilderness is the foundation of all life; preserve it or civilization is doomed.

### Allies

Sign of One, Society of Sensation, Transcendent Order

### Enemies

Doomguard, Dustmen, Fated

The **Verdant Guild** are a sect who believe in the protection and preservation of the wilderness. Without the resources of the wilderness, civilization is doomed, so it must be protected from civilization, evil, and destruction.

## History

Founded centuries ago by the centaur ranger Angeliika Silverman.

## Philosophy

Wylders seek the preservation of the wilderness, but they're not out to burn down cities; optimally, they want everything to exist in balance with each other, with a healthy respect for the wilderness, and avoiding nature's callous destruction.

## References

* Planescape: *Planes of Conflict*, p. 8, A Player's Guide to Conflict

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

## Events

* The Hall of Speakers begins a program of compassion. Funded by a modest merchant and landowner tax, food was sent into the Hive Ward to help the starving. Protests amongst the Fated and Fraternity of Order started within a month. The program shuts down after only three months in operation.
* Barl Hoxun discovers five portal arches under a pile of rubble, and builds the Bottle & Jug around them. The B&J becomes one of the most notorious pubs in Sigil, mostly due to its gambling and its boxing arena.
* Hellcats and hordlings attack the obscure Prime world of Glemayne, destroying Ombidias' tribe.
* Omar becomes factol of the Harmonium... and immediately tries to disband the faction and shut down the City Barracks. Omar is revealed to be an Anarchist. The Harmonium later insists they simply let him think he was in charge so he'd reveal himself. The Mercykillers execute him after a brief trial, and he becomes a hero and martyr for the Anarchists.
* Prince Azlan takes up leadership of the Guardians, a sect based out of Elysium.

## References

1. ↑ Planescape: *In the Cage: A Guide to Sigil*, p. 106
2. ↑ Planescape: *In the Cage: A Guide to Sigil*, p. 109
3. ↑ Planescape: *The Factol's Manifesto*, p. 23
4. ↑ Planescape: *The Factol's Manifesto*, p. 114
5. ↑ Planescape: *Planes of Conflict*, p. 22, A Player's Guide to Conflict
A Guide to the Astral Plane

## TSR2625

### Link to citation

[[[Template:Cite book/{{#regex:A Guide to the Astral Plane|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***A Guide to the Astral Plane*** is a 2nd-edition *Advanced Dungeons & Dragons* accessory. It is part of the *Planescape* campaign setting.

“
*Most berks think the Astral Plane's an empty place, serving as nothing but a cosmic highway connecting all the other places in the multiverse. Canny planewalkers know differently, though. Here are just a few of the 'secrets' of the Silver Void that this book explains:*
* *It is the backdrop of the multiverse, where phenomena such as space and time are so vastly different from 'normal' that only a true blood knows his way around.*
* *When he's on the Astral Plane, a basher moves, fights, and acts solely with his mind.*
* *It is the closest thing the multiverse has to a 'plane of magic,' where sorcery and spells are not only more powerful, but are palpable, tangible objects.*
* *The primary inhabitants are the infamous githyanki, an ancient race of wizards and warriors who know the dark of many secrets forbidden to others.*
* *The Astral Plane is literally the dead-book of the gods.*

”

## Description

The book explains rules for astral travel, zero-gravity combat and spellcasting in the Astral Plane. It also provides information on the Githyanki, the indigenous species on the Astral, which is suggested as an optional player species. The final section of the guide deals with other creatures that live on the plane, and describes a few locations.

## Contents

* All The World's A Stage: Introduction
* The Space Between: Astral Space and Time
* Racing Through Nothing: Astral Movement
* Mindwar: Astral Combat
* Spellwarp: Astral Magic
* Mind Over Matter: Proficiencies
* The Spiritweb: Conduits
* Holes in the Fabric: Color Pools
* Forgotten Husks: Dead gods
* Mindstorms: Psychic Winds
* The Githyanki
* Creatures of the Void: Other Astral Inhabitants
* Locations in Nowhere: Specific Astral Encounters

## Credits

* **Designer:** Monte Cook
* **Editor:** Miranda Homer
* **Cover Artist:** Robh Ruppel
* **Interior Artist:** Jason Alexander Behnke, Tony DiTerlizzi, Adam Rex
* **Conceptual Artist:** Dana Knutson
* **Cartographer:** Dennis Kauth, Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Graphic Design/Cover:** Dawn Murin
* **Graphic Design:** Dee Barnett
* **Art Director:** Bob Galica
* **Project Manager:** Karen S. Boomgarden
* **Electronic Prepress Coordinator:** Dave Conant
* **Proofreader:** Ray Vallese
* **Special Thanks:** Michele Carter

## Appendix

### See Also

* Images from A Guide to the Astral Plane

### 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.

* Amazon product page
Planescape: Adventures in the Multiverse

* Standard
* Variant

### Link to citation

[[[Template:Cite book/{{#regex:Planescape: Adventures in the Multiverse|%^(.\*)<.\*>(.\*)$%|$1 $2}}|cite this]]]

***Planescape: Adventures in the Multiverse*** is a boxed set containing three sourcebooks for 5th-edition *Dungeons & Dragons*: a setting guide, a bestiary, and an adventure, all focused on Sigil, the City of Doors.

“
An adventure setting spanning the infinite realities of the world’s greatest roleplaying game.
Infinite realms of immortals and impossibilities, the Outer Planes brim with celestials, fiends, gods, and the dead—and they're all just a step away. Enter a portal to Sigil, the City of Doors—an incredible metropolis where portals connect to every corner of the multiverse. From there, venture to the Outlands, the hub of the Outer Planes, and discover wonders beyond imagination, as well as the secrets of celestials, fiends, gods, and the dead.

*Planescape: Adventures in the Multiverse* contains everything a Dungeon Master needs to run adventures and campaigns set in Sigil and the Outlands, as well as new options for players who want to create characters prepared to explore the planes.
”

## Contents

* "Sigil and the Outlands", a 96-page hardcover book that includes player options as well as details on Sigil, the Outlands, and the gate-towns.
* "Turn of Fortune's Wheel", a 96-page hardcover adventure set in Sigil and the Outlands for levels 3–10.
* "Morte's Planar Parade", a 64-page hardcover book with stats and descriptions of creatures found in the Outer Planes.
* Double-sided poster map showing both Sigil and the Outlands.
* Sturdy, four-panel Dungeon Master's screen.
The Great Modron March

## TSR2628

### Link to citation

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

***The Great Modron March*** is a Planescape® AD&D 2nd-edition adventure module.

“
***THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS!***
*On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside.*

*But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts.*

*The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separately or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely.*

*And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due?*
”

## Contents

* Introduction
* Prologue
* Chapter 1: The March Begins
* Chapter 2: The Unswerving Path
* Chapter 3: Ambushed!
* Chapter 4: Politics of the Beast
* Chapter 5: Modron Madness
* Chapter 6: Law in Chaos
* Chapter 7: The Modron Judge
* Chapter 8: Camp Followers
* Chapter 9: Sidetracked
* Chapter 10: The Flower Infernal
* Chapter 11: The Last Leg
* Epilogue
* Appendix

## Appendix

### Credits

* **Designers:** Monte Cook and Colin McComb
* **Editor:** Michele Carter
* **Cover Artist:** Randy Post
* **Interior Artist:** Randy Post, Adam Rex, and Ray Nadeu
* **Cartographer:** Rob Lazzaretti
* **Typography:** Angelika Lokotz
* **Border Artist:** Robert Repp
* **Art Direction:** Dawn Murin, Stephen A. Daniele
* **Graphic Design:** Dawn Murin
* **Electronic Prepress Coordination:** Dave Conant
* **Proofreaders:** Dave Wise, Ray Vallese
Deep Forest

A portion of Summeroak in the realm of Tir na Og

## Planar Traits

* Great Wheel
* World Axis
* World Tree

### Location

Tir na Og[[Category:Locations in {{#regex:Tir na Og|%^(\w+blank:)+%}}Tir na Og]]

## Realm in the Deep Wilds

### Location

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

## Realm in the House of Nature

### Location

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

The **Deep Forest**, sometimes called **Summeroak**, was the divine realm of Silvanus.

## Cosmology

In the Great Wheel cosmology, this realm was located within the larger realm of Tir na Og in the Outlands. According to the World Tree cosmology, the realm was located in the House of Nature. And the World Axis cosmology placed this realm in the Deep Wilds.

## Geography

The Deep Forest was home to the greatest of all trees. It was a realm of thick and feral vegetation, as well as a rich and diverse wildlife. Dense and majestic canopies almost entirely blocked sunlight from reaching the ground below.

The entire place was claimed by nature. There were no artificial buildings anywhere in the Deep Forest.

## Notable Locations

Silvanus was said to make his home at the heart of the Deep Forest, in a glen that was also referred to as Summeroak.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Colin McComb (October 1996). *On Hallowed Ground*. Edited by Ray Vallese. (TSR, Inc.), pp. 75, 181. ISBN 0-7869-0430-5.
2. ↑ 2.0 2.1 2.2 2.3 Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc.), p. 75. ISBN 978-0786903849.
3. ↑ 3.0 3.1 3.2 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. 63. ISBN 978-0-7869-4924-3.
4. ↑ 4.0 4.1 4.2 Brian R. James (September 2008). “Realmslore: Hall of the Frostmaiden”. In Chris Youngs ed. *Dragon* #367 (Wizards of the Coast), p. 59.
5. ↑ 5.0 5.1 5.2 Richard Baker, James Wyatt (March 2004). *Player's Guide to Faerûn*. (Wizards of the Coast), pp. 158–159. ISBN 0-7869-3134-5.

### 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
The Planewalker's Handbook

Cover of The Planewalker's Handbook.

## TSR2620

### Link to citation

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

***The Planewalker's Handbook*** is an accessory for Planescape® AD&D 2nd edition.

“
The secret of survival ain't ***WHO*** you are, berk—it's what you know!
— Planewalker adage
*Feeling overwhelmed by the infinite possibilities of the multiverse? Wondering how to role-play a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The* Planewalker's Handbook *is the essential manual for survival on the planes—a* Player's Handbook *for the* Planescape™ *setting! This 160-page book, written for players and Dungeon Masters alike, builds on material from the* Planescape Campaign Setting *boxed set, presenting new information crucial to anyone playing or running a* Planescape *campaign.*

*This definitive full-color guide features new illustrations by DiTerlizzi and contains:*

• *all the information needed to create and customize characters, including new races, archetypes, proficiencies, equipment, and a Planewalking kit designed for each character group;*

• *a taste of the multiverse: a look at each of the planes, with commentary and helpful hints by noted planewalker Tarsheva Longreach;*
• *a guide to planar travel, from portals to conduits to the Great Paths;*

• *tips on surviving and profiting in* Planescape *campaigns, from dealing with specific races to the rundown on the factions of Sigil;*

• *an overview on how magic really works (or doesn't!) on the planes;*

• *new spells and magical items useful in exploring (and surviving) the planes; and*

• *a special section on the power of belief, and how it can change the multiverse—including a new rules system that allows player characters to actively affect the planes around them!*
”

## Appendix

### External links

* Amazon product page
* Dungeon Masters Guild product page
Quarton

* 2e
* 1e

* 3e
* 2e
* 1e

**Quartons** were the third highest rank of hierarch modrons.

## Description

Quartons were very tall humanoids, with a height of 12 ft (3.7 m). From their back grew two large wings that resembled fans. They had four arms with multiple joints.

## Combat

If forced into combat, quartons used a combination of innate abilities, spells, tail and their fists.

## Abilities

Like all hierarch modrons, quartons had the innate ability to duplicate the effects of *clairaudience*, *clairvoyance*, *command*, *dimension door*, *teleport without error*, and *wall of force* spells at will. Quartons were able to cast arcane spells as well as divine spells from the Law, Protection and War domains. Quartons 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 exactly sixteen quartons in modron society, each overseeing the operation of the bureaus, sector governors, and army units attached to their region.

Each quarton had a personal staff of these hierarchs attached to his staff, plus thirty-six pentadrones who acted as a guard unit.

## Ecology

Quartons were able to communicate telepathically with any sentient creature within 405 mi (652 km) and could see in darkvision up to 60 ft (18 m).

## 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 Mark Jindra (2001-09-21). The Modrons (Zipped PDF). Web Enhancement for *Manual of the Planes 3rd edition*. Wizards of the Coast. pp. {{#regex:14–15|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-09.
2. ↑ 2.0 2.1 David "Zeb" Cook (1994). *Planescape Campaign Setting, Monstrous Supplement*. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
3. ↑ 3.0 3.1 Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 90. ISBN 0-88038-031-4.
4. ↑ Monte Cook, Colin McComb (1997-10-28). *The Great Modron March*. Edited by Michele Carter. (TSR, Inc.), p. 126. ISBN 0-7869-0648-0.
5. ↑ 5.0 5.1 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
Ysgard (layer)

**Ysgard** was the first layer of the plane of Ysgard.

## Realms

* Skeinheim
* Steadfast
* Alfheim
	+ Frey's Hall
	+ High Grove
	+ Xeno's Tower
* Asgard
	+ Himinborg
	+ Bifrost
	+ Valhalla
	+ Gladsheim
* Gates of the Moon
	+ Mahogany
	+ Infinite Staircase
* Kenyama
* Jotunheim
	+ Meerrauk
	+ Okalnir
	+ Utgard
* Merratet
	+ Bresiris
	+ Eowr
	+ Rummm
* Netaph
* Orchard of Immortality
* Soul of Music
* Vanaheim
	+ Noatun
	+ Sussrumnir