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Tragak
2014-04-01, 02:55 PM
The only plane in the universe that functions specifically as a prison, this world is used as containment for those neither personally reliable enough for the tyrannies of Hades, Baator and Gehenna nor inter-personally active enough for the orgies of the Abyss, Limbo and Pandemonium.

In life they viewed the world around them as simply an obstacle to be avoided in order that they could hurt anybody anytime they wanted. So too in death are they kept in an infinite prison the way they pretended throughout their lives to be obstructed by already, and their new prison is called...


Carceri


“An eye for an eye will leave the whole world blind”
“In a land of the blind, the one-eyed man is king”

It is said that the Yugoloths rule over this plane (just as they rule over Hades and Gehenna), and that a single Yugoloth rules over the Yugoloths of Carceri (just as the Oinoloth rules over the Yugoloths of Hades, or the General of Gehenna rules over the Yugoloths of … you guessed it); however, nobody gives this legend much weight. Not because there definitely isn't a Yugoloth leader like Hades or Gehenna have, but because it wouldn't make any difference there is or isn't: Carceri doesn't value leadership the way that Hades and Gehenna do.

The people in this world do not live with each other, they simply live next to each other. Loyalty to strangers is considered in a weakness where everybody is cruel, vindictive, treacherous, manipulative, and most importantly knowledgable that so is everybody else. Loyalty exists only on a one-to-one, intimately personal level (and sometimes not even then), and groups of people will only stay together if every single person is individually loyal to absolutely everybody else.

If there is so much as a single pair within the group that does not trust each other, then they will see no reason not to fight against each other at the first sign of trouble (or even just opportunity), and most groups are defined by the people who don't know each other instead of by the people who do. Clans of these traitors only grow one member at a time, and chain reactions of betrayal and infighting can destroy them all at once.

Civilizations never developed in this world, they never had the chance. The natural environments of Carceri (the swamps, the jungles, the mountains, the deserts, the oceans, and the ice caps) are all but undisturbed, and they are as cruel and bloodthirsty as are the people living - and dying - inside them.

However, this may be a natural prison colony instead of an artificial prison fortress, but it is still fundamentally a prison, and the "guards" - armies of fiends called demodands - go to great lengths to keep anybody from escaping to another plane.

However again, do not be fooled that this is a prison of justice, a prison where sinners are isolated to protect their victims from near- and far-future violence. This is a prison of corruption, a prison designed to ensure that the only thing sinners see in their lives is the violence of other sinners that they must now defend themselves against by Any. Means. Necessary. Even those who call themselves "guards" only do so for the prestige and the privileges rather than for devotion to any belief in justice, and they are ultimately as trapped as everybody else.

Carceri is not one of the Celestial Realms, and it does not exist to protect innocent people from evil. Carceri is one of the Infernal Realms, and it exists to "protect" evil people from the knowledge that innocence exists to begin with.

Neutral/Chaotic: mostly apathetic – but not completely antagonistic – towards the strong
Lawful characters take a -1 penalty to INT/WIS/CHA-based checks

Evil: completely antagonistic towards the weak
Evil characters gain a +2 bonus to INT/WIS/CHA-based checks, Good characters take a -2 penalty
Evil characters cast spells at +1 caster level, Good characters cast spells at -1 caster level
Evil spells are cast at +1 caster level, Good spells are cast at -1 caster level

The Exemplars that would be most comfortable here would be the somewhat-more-chaotic Yugoloths (NE) and the somewhat-less-chaotic Demons (CE).

Devils (LE) and most Yugoloths would be uncomfortable in a world where not a single potential minion can be trusted to do what they are told.

Any that come to Carceri would most likely be:
*Seeking aid against the forces of Good
*Trying to convert the “parasites” to a life of “service”
*Settling a personal matter that could just as easily have happened anywhere else
*…

Slaadi (CN) and most Demons would be uncomfortable in a world where everybody spends more energy on hurting each other than they do on enjoying themselves.

Any that come to Carceri would most likely be:
*Seeking aid against the forces of Law
*Trying to convert the “spiteful” to a life of “excitement”
*Settling a personal matter that could just as easily have happened anywhere else
*…

Captivity: even if one can elude the armies of demodands that hunt escapees to the less treacherous Planes, the curses of Carceri make it next to impossible to escape in the first place. Casting a spell to travel out of Carceri requires a successful caster level check with a DC of 15 + 10 x the rank of the layer that you are attempting to escape from, and casting a spell to move between layers requires a caster level check with a DC 15 + your starting layer’s rank – your target layer’s rank.

(Orthrys’s rank = 1 … Agathys’s rank = 6)

Orthrys: The surface of Carceri is a world of stagnant rivers, swamps, quicksand, and the occasional mountain here and there (see SRD for the mechanical effects of Marsh and Mountain terrains).

The mountains are primarily raised by spell casters who Transmute Mud into Rock over extended periods. Some the most powerful builders have found that mile-high piles of bodies - be they already dead or merely soon-to-be - provide enough weight to crush those at the bottom into somewhat stable masonry. (Comparatively) less bloodthirsty builders have found castings of Flesh to Stone and Sculpt Stone to be more "efficient."

These mountains are constantly - though not normally very quickly - being eroded by rival spell casters who Transmute the Rock back into Mud, normally for the purpose of catching specific enemies in the ensuing mudslide, though occasionally "just in case" the owner of the mountain needs to be "taught a lesson" at some unknown point in the future.

The largest of these mountains are maintained by titans, false gods banished to Carceri for trying to bring down the Olympian deities.

The quagmires beneath the mountains are populated by the corrupt politicians and charlatan cult leaders who drew great masses of people away from the institutions that were built to do good in the world. The people here may appear somewhat Lawful at first glance (building massive organizations full of people that they are never going to meet personally), but the defining feature is that they themselves don’t actually care.

Even the worst dictator of Acheron, Baator, or Gehenna still fundamentally cared for the system itself that he controlled, albeit not for the people who supported it. If a dictator went to the Orthrysian swamps of Carceri instead of to a more Lawful plane, it was because he thought about his organizations in terms of his victims doing what he personally wanted them to do (Chaotic leadership), rather than them doing what his system needed them to do (Lawful leadership).

These people do not want to spend effort building true order in their world, merely to build false order and corrupt true order such that they waste the time of people who are trying to build true order. They trapped their victims in a microcosm where everybody wasted time, energy, and resources by getting bogged down in simply going through the motions, struggling to wade through the quicksand of their figurehead's meaningless ceremony, and nobody had time to notice that nobody was actually accomplishing anything.

In life, many of these bogus leaders were able to gather great numbers of minions because they found people willing to care about their system even where they themselves did not. In Carceri, they do not normally find this success because all potential minions are as uncommitted as they are, and nothing that anybody builds is supported by enough people to have a chance of lasting for very long before being consumed by the pestilent wasteland.

Potential NPCs:
Juforpio: a demon mage who enjoys tempting his victims with the promise of ruling Abyssal mobs in the Blood War, teleporting them out of Carceri while sneaking stolen gems onto their persons that the demodands are searching for. The plane’s own guards are forced to do the dirty work of hunting/killing the “fugitive,” and Juforpio steals more gems from their posts while they are distracted. Do the PCs try to kill him and/or turn him in to gain favor with the demodands, or do they help him find “opponents” for his “games”?

Potential Conflicts: two High Priests of Nerull – a Yugoloth and a Demon – have secretly agreed to a sectarian war between their respective churches, guaranteeing that their god will receive a greater number of murders committed in his name. Do the PCs sell their services to the pair, or do they try to turn the churches against the treacherous leaders?

Cathrys: Immediately below Orthrys is an overgrown wilderness dominated by jungles and grasslands whose threat comes from the plants that are alive, rather than dying and contaminating the water as in the layer above. The humidity of the jungles deals 1d6 acid damage per hour to anybody caught inside, and the trees deal 1d4 further acid damage per round that a character spends climbing on them. The razor-sharp grasses beyond the jungles deal 1 slashing damage per 5 ft moved to the foot-wear of anybody who runs on the ground as a full-round action, and characters who walk on the ground with neither protective foot-wear nor a Natural Armor bonus take 1 slashing damage per 5 ft moved regardless of speed.

The sadists here had more fun physically torturing their victims than socially manipulating them, and they may as well have been predatory animals rather than intelligent people. In Carceri, they find themselves in a world where there is no civilization to speak of because everybody else would rather hunt each other like animals than work together to make the environment more survivable.

Potential NPCs:
Theraph: a bebilith cleric of Baphomet who eats the demons who do not join his following, those who get killed by infighting within his cult, those who threaten his control by encouraging infighting, … and those who might potentially do any of the above at some unspecified point in the future. Do the PCs protect other demons from his cult, do they encourage demons to join him by representing him directly, or do they play an enemy for him to defend them against?

Potential Conflicts: one Yugoloth Druid wishes to burn down a jungle so that his dragons can have more razor-sharp grassland to hunt their prey across, a second wishes to spread the jungle as far as possible so that his demons can be “safe” from enemies not immune to poison (however much they may kill each other). Do the PCs take a side, play the two Druids against each other, or try to negotiate a truce?

Minethys: Beneath the jungles of Orthrys and Cathrys rage an endless barrage of sandstorms that leave a desert world in their wake, and those trapped here must dig whatever shelters for themselves that they can manage for however long that they can manage (see SRD for mechanical effects of Duststorms, Sandstorms, and Heat Dangers). Even if the people here could trust each other enough to protect one another, it wouldn’t matter because they spend so much time digging in the ground that they don’t even notice each other in the first place.

The thieves and hoarders who find themselves trapped here had spent their lives gathering as much wealth for themselves by any means “necessary,” and then hiding themselves and their ill-gotten gains from the world. They buried their heads in the sand lest they be asked to use their resources to aid the real people starving to death in the real world, and now those who could save them from raging sandstorms do not even know they exist: the potential saviors are forced to bury their own heads in the sand to protect themselves from the very same storms.

Potential NPCs:
Verger: a Medusa who is trying to collect enough statues to maintain a shelter, she uses a tamed purple worm to protect her from her enemies, to carry her far enough to find new victims, and to carry any new statues back to her home. Do the PCs try to kill her or help her to find more victims to create statues from?

Potential Conflicts: A clan of Tarterian Dragons has lured a legion of demodands to the deserts by instigating an attempted mass escape, and are planning on keeping the demodands distracted by battle long enough for them to be consumed by an unusually nasty sandstorm while the dragons fly out of harms way to wreck havoc somewhere else while the guards are busy enduring the storm. Do the PCs warn the demodand leaders about the trap or help the dragons complete it?

Colothys: Liars who tricked others into making bad decisions by giving them bad information with which to make decisions, making their victims hurt themselves indirectly instead of / in addition to just hurting them directly, find themselves being tossed by powerful storms (see SRD for the mechanical effects of Severe Force Winds or stronger) from mountaintop to mountaintop. Infinite valleys are always waiting to swallow them if they should ever fall from the far-too-narrow walking paths (rarely more than 10 ft wide).

However, to seek shelter in the tunnels that have been dug through the mountains, the roads that have been paved around them, or the bridges that have been built between, would be far deadlier than to avoid them: any such infrastructure in Carceri has been built by the kind of malicious predator who belongs in Carceri.

Potential NPCs:
Cirri: A vampire who uses his Gaseous Form to fly above the valleys between the mountains, he hunts by flying right next to his prey, turning corporeal before the prey has a chance to react, pulling the prey off of the edge with him, and turning Gaseous again when he is done feeding. Do the PCs try to stop him from hunting or try to help him?

Potential Conflicts: Two Glabrezu – secretly brother and sister – have established a pair of cults where initiates to each must kill members of the other in exchange for wishes and membership. Do the PCs try to expose the two leaders or help them play their servants against each other?

Porphatys: The next-to-lowest layer of Carceri has been swallowed by a great acidic ocean (see SRD for the mechanical effects of Acid). The closest things in this world to landmasses are just networks of sandbars, between which the depth of the acid is only a few feet, yet even the largest of these sandbars are being as devoured from within by acidic lakes and snow-banks as they are from without by the oceans. The people here are not just the lazy thieves and hoarders of Minethys who hid from the world of people dying of sickness and starvation, but who flaunted their ill-gotten wealth for all the world to see and who still acted offended whenever asked to use their wealth for something real to help the real people in the real world.

Now, they are in a world so flat that the only things that anybody can see for miles around are the other people, all living mere inches from being digested alive by the ocean, and where they know that everybody else for miles around can see that they too are in the same danger. However, not only do they betray almost all who try to save them, but likewise do they claim that they should not try to save others for fear of the same betrayal.

Potential NPCs:
Ferrox: a Druid who keeps a swarm of Rust Monsters for the purpose of destroying any metal ships that are sent from other realms to resist the acid of the ocean. Do the PCs try to kill her to gain favor with the realm’s sailors, or vice versa?

Potential Conflicts: a clan of Black Dragons is working to conjure islands so that they can rest without drowning in the ocean, and a clan of Green Dragons is working to destroy these islands so that they can chase the Black Dragons to exhaustion. Do the PCs take a side or play the two against each other?

Agathys: The core of Carceri is a frozen wasteland dominated by glaciers - most of them at least moderately acidic from Porphatysian outflow - that constantly grind and crush against each other, threatening inhabitants with icequakes, geysers, eruptions, and avalanches (See SRD for the mechanical effects of Cold Dangers).

The people here not only hurt strangers, teaching the innocent to fear the cruelty of strangers, but they feigned personal friendship with the people they intended to victimize, teaching the innocent to distrust even those who love them and whom they should expect to depend on the most. They taught the innocent to freeze their hearts against other innocents for fear that everybody might be as treacherous; now the traitors themselves are frozen where they stand, incapable of moving more than inches at a time even to escape being crushed and mangled. The innocents in life were forced to ignore the people around them for fear of being hurt again, constantly afraid that the people surrounding them might be predators; now the traitors in Carceri find themselves surrounded by people who are forced to ignore them in return.

Potential NPCs:
Coturac: a Red Dragon who melts portions of ice into warm pools, frees the people who had been trapped within, and forges Minor Rings of Acid Resistance for herself and her "guests" to swim in the pools for warmth. She convinces those she’s saved that she will let them freeze again for being untrustworthy unless they “prove their compassion” by bringing others still encased in ice to be thawed in her pool, however she then starts boiling her cauldron once she feels that there is enough food swimming in it. Do the PCs try to convince Coturac's victims that they are in danger, do they fight her in order to gain her victims’ favor, or do they help to feed her?

Potential Conflicts: an army of Avolakia have laid siege to an ice fortress dedicated to Nerull, demanding that the vampire colony inside be offered as a tribute of food. Do the PCs take a side, play the two against each other, or do they convince the Avolakia to hunt for easier meat?

**

New Feats:

Disillusionment: You have seen so much deception and cruelty in the world that you cannot imagine anything else. If you are being gamed by somebody who has a secret, vicious angle for what he's doing, then you are very good at determining what that angle is, but you have no idea what to make of people who genuinely do not have angles for everything and everybody.

Prerequisites:
Knowledge (Planes) 5 ranks, Sense Motive 5 ranks, Bluff 5 ranks
Affinity for either Baator, Gehenna, Hades, Carceri, and/or The Abyss (http://www.giantitp.com/forums/showthread.php?p=17048470#post17048470)

When making a Bluff or Sense Motive check against a target of Evil alignment, you roll twice and take the higher result. When making a Bluff or Sense Motive check against a target of Good alignment, you roll twice and take the lower result.

Coward's Strike: You have learned that there is only honor in games and contracts, and sometimes not even then. In life or death situations, you survive by any dirty handed means necessary. You try to strike as quickly as possible so that your opponent has as little chance to fight back as possible, and you have learned to control your body language to keep him from guessing what kind of attack to defend against.

Prerequisites:
Sneak Attack class feature
Knowledge (Planes) 5 ranks, Bluff 5 ranks
Affinity for Carceri (http://www.giantitp.com/forums/showthread.php?p=17048470#post17048470)

When making a successful sneak attack, you deal 1 extra point of damage equal per rank that you have in Bluff.

**

Does anybody else have ideas to add? NPCs, locations, conflicts, mechanics? Feedback on what I've already come up with?

LordofBones
2014-04-03, 12:38 AM
You might want to mention the plane's Powers as well. Offhand, both Falazure and Nerull live there because they actually like the place.

Tragak
2014-04-03, 04:26 PM
You might want to mention the plane's Powers as well. Offhand, both Falazure and Nerull live there because they actually like the place. Fair enough, I'll see what I can do.

Do you have specific questions about them that you don't think published canon has answered well enough, or should I just focus on general overviews?

Vedhin
2014-04-04, 09:49 PM
I've been absent due to the influence of the 628254th layer of the Abyss, but this has summoned me back (Summon Vedhin is a 8th level spell, for those who were wondering). On the morrow, you can expect explanations of how each layer fits the theme of betrayal. In the future, the gautiere will get an update and likely a major expansion. (No one else do anything with them please.) I might update the Vaath just for kicks, and because they illustrate just how much of a miserable hellhole Carceri is.

There might be other stuff too, but this is just off the top of my head.

Edit: A couple of critters for me to remember: Utukku, Wraithworm.

Tragak
2014-04-05, 08:14 AM
And I look forward to seeing it :smallwink:

Vedhin
2014-04-05, 01:48 PM
"Let's get something straight. One of the best ways to understand one of the planes that doesn't correspond to one of the nine alignments is to look straight across the Great Wheel at it's opposite. For Carceri, that's Bytopia. As anyone who's been to Bytopia can tell you, that place is all about working together and doing your part. So, Carecrei is the opposite of that: everyone is out to better themselves, and other people are stepping stones. The only alliances that are sincere on Carceri are ones that provide tangible, immediate benefit to all parties involved, and those only last until backstabbing becomes the better option again.
And Carceri, despite being a prison, isn't about justice. It doesn't let you out, it doesn't teach you to do what's right, it doesn't care if you deserve to be there. No, it just wants you to suffer. those who call themselves wardens there are really just more inmates, trying to grasp at whatever authority they can. And they say the only way out is to be stronger than whatever put you in, a hard dask on such a self-destructive plane. But let's look at the layers themselves, shall we?"


"Ah, Othrys, Titan's Home, first stop when you get to Carceri. Carceri is a plane stuffed with traitors, and each layer handles a specific kind of traitor. On Othrys, you'll find those who betrayed their followers, be the politicians, false prophets, or other silver-toungued traitors. It's important to note that Carceri doesn't care much about those who had noble reasons-- people on this plane all got here because of self-interest. Anyway, Othrys is filled with mountains and swamps. The mountains are home to exiled titans, and best avoided; they dislike those who have even marginally more freedom than them. The swamps are also bad news. There's the standard insects and disease, some hardy swamp-dwelling beasts (especially trolls), and huge patches of quicksand-- and if you've ever heard the phrase 'compromise quicksand', that'll give you an idea of what the residents of the layer are like, as their plots will drag you down just as surely if you fall in. 'Corrupt politician' is often held to be an oxymoron, and it's certainly one on Othrys. The few patches of dry, flat land hold small settlements, home to groups that have adjusted to their members particular brands of treachery. But a lesser known fact about living on Carceri is that the layers eventually adjust there residents to survive a little easier. Since most of the danger on Othrys comes from the machinations of fellow residents (after you get used to avoiding the swamps), residents get smarter (+1 Intelligence and +1 on Intelligence-based checks), but this comes with a selfish and paranoid mindset. This disappears a short while after leaving, much to the dismay of some. Oh, I almost forgot to mention an important tidbit! The Styx flows across Othrys, and gets all mixed up in the swamps, so you'd best avoid all the water."


"The second layer on Carceri is Cathrys, the Scarlet Jungle. Here's where you'll find those who betrayed their humanity, or dwarfity, of elfity, or what-have-youity, and started acting and living like animals. No, it isn't hell for druids; the best way to describe the residents is bestial. They've thrown away what made them sapient, and now they live their wish. About the most civilized you can get without angering them is fire. The layer get's its nickname from the jungles, where the plants secrete acid instead of sap (1d4 acid damage per minute, airborne). The jungles are home to all sorts of fierce beasts, including the horrifying vaath-- which you do NOT want to hear more about. The plains of Cathrys are slightly more hospitable, and that's where the residents live. The plains are covered in razor-sharp grass (1d4 slashing damage per round, stopped by at least one point of armor or natural armor), except for roads cleared by the natives. The petitioners are barbarians and cannibals, and best left alone. They live in nomadic villages, with huts made from rotting razor-grass. The eventually protection this layer grants is too those who don't bathe-- the accumulated filth eventually blocks out the acid air of the jungles. These tend to move into the deadly jungles, abandoning even language."


"Minethys, the Blasted, is the third layer of Carceri. Many will tell you that this is the layer of the greedy, or those who betrayed their trades. This is somewhat accurate, but the truth of the matter is that those who betrayed their duty reside here. How do I know this? Well, that's a tale for another time. Anyway, the layer isn't known as 'the Blasted' for nothing. The place is made of freezing deserts. There's no sun in the sky, which may seem like a blessing, but the near-constant sandstorm kick up so much dust that the ambient light becomes a hellish orange glow. Speaking of the clouds, those who wish to breathe comfortably best cover their nose and mouth with a wet cloth (or be affected as by a permanent Stinking Cloud (http://www.d20srd.org/srd/spells/stinkingCloud.htm#)). Anyone there is best advised to cover themselves from head to toe, in order to avoid being flayed alive by the sandstorms (1d6 damage per round to anyone with uncovered skin). Beyond that are tornadoes, capable of flinging those they catch to a different orb entirely. This doesn't even touch on the natives, who are the greediest bunch you'll find on any plane. Barter rules supreme, and money is worthless; and nobody ever takes a deal he doesn't think is in his favor. The best thing to trade is shelter from the sand, be it rags, a crude hut, or the location of an only-mostly buried ruin. Speaking of ruins, Minethys is filled with them under the sands. They're too weathered to recognize, and too ancient for scholars to find information on. They're an eternal mystery, though I have a decent hunch as to where they came from. Moving on, the defense this layer provides is thick, elephant-like skin to block the sand and impact from the tornadoes. Minethys is also home to the fomorians, a race of cast-out giants who live here because it doesn't kick them out, and the gautiere, a mysterious race that merits an in-depth look."


"Fourth comes Colothys, Climber's Doom, home of those who betrayed the truth. Once again, Carceri is concerned about those whose betrayals were for no reason of personal gain. It's a realm of staggering mountains, that spear hundreds of miles into the sky. Flat ground is unheard of here, aside from a few foot-wide paths carved into the mountains. Climbing is the only real way to get anywhere, though you may find a rickety rope bridge every so often. Natives live in settlements carved into the mountainsides. Some live in canyons, but the dangers (including avalanches, among others) inherent in doing so mean that those have typically been cast out by their fellows. The petitioners are liars, cheaters, and swindlers. Many will tell lies even if it doesn't do anything for them, simply because deception is something of a sport among them. Most look down of enchantments and illusions, viewing them as signs of someone who can't lie successfully without them. The residents here develop legs like those of a mountain goat in order to climb more quickly and safely."


"Porphatys of the Black Snow is the fifth layer of Carceri. It's home to those who betrayed their responsibilities to the less fortunate, the miserly, and the self-absorbed. It's all acidic oceans, with occasional sandbars filled with huddled petitioners. It;s blanketed by the storms of acidic black snow that grant it its nickname (both snow and water deal 1d6 acid damage per minute). The petitioners are bunched together, replacing the social contact the avoided in life. They'll promise the moon to anyone who takes them away, but like the rest of the Carcerians they are not to be trusted. There are also some small peaks that rise out of the oceans-- the caves they hold are fought over by all who find them. Residents of this layer grow chitinous plating that protects them from the acid, though it's still painful."


"Carceri's final layer is Agathys. the Ice-Bound. The frozen heart of the plane reflects the cold-hearted souls that live here; in life they betrayed personal bonds, be they those of close friends or family. The freezing air and constant blizzards drain the life from those in them (1d2 cold damage per round), and any who stop to rest soon find themselves mostly entombed. The ice is made of the acidic water common to Porphatys, so melting it is unwise. The entombed natives swear oaths of friendship and alliance to any who might save them, but surely you don't need me to explain that their words ring hollow? Well, I did anyway. Residents here gain layers of blubber that insulate them from the cold and slough off when entombed by the ice. Something that most these days seem to believe is that Agathys has but one orb-- this myth was likely started due to the extreme distance between the orbs."



"Well, that's all I've got to say for now. Come back later and you might hear about some of Carceri's notable locations."

Vedhin
2014-04-05, 01:52 PM
Something I forgot to mention earlier is that your two quotes at the beginning pretty much capture Carceri perfectly.

Edit: Also, noticed the Hades project. I might pop in there eventually.

Vedhin
2014-04-05, 03:06 PM
"So, back for more? Well go ahead and sit down."


"I said something about Carceri's notable locations right? Well, first things first, you'd best know how to get around there.
Carceri is basically an endless void. On each layer, a string of orbs stretches of into the distance; these orbs are akin to Prime Material planets and are sometimes called 'pearls'. The layers of Carceri are arranged from 'outermost' (Othrys) to 'innermost' (Agathys). Othrys has the biggest orbs, reaching millions of miles. On Agathys they're much smaller. The layers are essentially nested inside each other, though how so is hard to explain. As you go down, the gulf between individual orbs grows. On Othrys, it's only about a hundred miles from orb to orb, and Mount Othrys, which I'll talk more about later, is really to mountains from adjacent orbs that have grown together. On Cathrys, Minethys, Colothys, and Porphatys the gulfs grow to about five hundred, five thousand, five hundred thousand, and millions of miles, respectively. Of course, the distance is harder to measure on Colothys's irregular orbs, so watch out for gravity! On Agathys, the distance is such that trying to find another orb is a matter of blindly traveling in a random direction and hoping you picked the right one.
The voids between spheres also have some dangers. You can get lost easily in Agathys, the black snow of Porphatys blows in its void, Colothys tends to have gravity resume unexpectedly (gravity on Carceri is dictated by an orb's highest point), and Minethys has sandstorms and tornadoes. Othrys has two hazards, both worth mentioning. First, the information on these comes from a single source, Vyaki Laisamen, so you should take it with a grain of salt. Anyway, experienced planeswalkers in the void of Othrys have long reported companions muttering about 'bells' and 'heart's desire' (the last one typically is replaced with whatever their heart's desire is), and wandering off into the void, never to return. Well, Vyaki heard the bells and returned, though she stopped traveling for years to let her mind recuperate. Anyway, she reported an 'eerie tinkling', like 'slightly off-kilter bells', and the sensation that if she followed them, she'd find her heart's desire. (the bells only occasionaly sound for travelers; they force a DC 36 Will save vs 1d20 points of Wisdom drain. A creature that is drained to 0 follows the sound into the void, in lieu of the normal effects of 0 Wisdom). Second, Vyaki speaks of, far, far away from the orbs of Othrys, 'immense beings of monstrous appearance, exiled long before the Titans were even conceived.' Many question how Vyaki would know they were exiled, and despite searches by others, nobody else has found evidence of these beings, so it's typically put down to the strain the bells put on Vyaki's mind. I'm one of the few to believe her, but that's a long story you'll be much safer not knowing anything about."


"Next are methods of transport between orbs.
There are occasionally portals between two orbs, though they tend to be guarded.
Ferrous sleds are common and well-known. They're made of special lode-stone, tailored to a layer (and they only work on a given layer), and they will allow you to cast off from an orb and land on the next (though they never actually touch the ground). On the other hand, there's no steering or braking. You can get a 6ft by 3ft sled that carries 500lbs. for about 2,000gp.
Skin balloons are another common method. They're made from the skin of various creatures, and filled with hot air. It takes some finesse to pilot them (DC 14 Dexterity check to choose direction each round, and moves 5ft per point of the result. Taking 10 is allowed), and you're at the mercy of the winds (apply modifiers to the Dexterity check as if it were a ranged attack). Also note than skin isn't that tough, and it tends to come from void-dwelling creatures that take a dim view of using their hides for transport. They are cheap though, costing about 1,000gp for a two-person balloon.
Spinnerets are the cheapest method that's still viable. For about 150gp, you can get a special 100ft silk rope that you throw in the air. It catches the wind, and you trust that it will take you where you want to go. Of course, that requires trust Carceri so..."


"Also vital are inter-layer and interplanar transit.
Interplanar transport is accomplished two ways. The first is via the Styx on Othrys, which hopefully needs no explanation.
The second is through obsidian obelisks on every fifth orb of Othrys. These, like the Styx, don't work for anyone who came involuntarily. The general malevolence and envy of the natives causes some to guard these, just to spite those who can use them. According to natives, gates taller than they are wide go to Hades, those wider than they are tall to the Abyss, and those of equal dimensions to the Outlands. Of course, this is what Carcerians say, so hope you brought your saltshaker.
Anyway, now's a good time to talk about how a prisoner might leave. According to popular 'knowledge', a prisoner who becomes physically, mentally, or emotionally stronger than whoever put them there is free to go if they can find an obelisk or way up the Styx. Which is needed seems to vary; being able to out-arm wrestle a wizard who put you there isn't going to help. This knowledge tends to fill many residents with despair, prompting some to embrace their fate.
Wait, I was supposed to talk about inter-layer transport, wasn't I? It's actually rather simple. The highest points on one orb connect to the lowest points of the orb 'outside' it, and vice-versa. The boundry between Porphatys and Agathys is underwater, so you'd best be prepared for a swim in the acidic water. Once again, these are often guarded."


"Well, that's all I've got to say for now. Come back later, and you might hear about some of Carceri's notable locations."

Vedhin
2014-04-05, 04:47 PM
"So, back for more? Well, go ahead and sit down."


"As some of you likely noticed, I was too busy talking about transport on Carceri to get to notable locations. This time, I'm getting right to the point.
First up are the homes of the Titans. They were exiled by the Olympian gods (don't mention that to them), and now live in various crumbling palaces, since white marble is impossible to find on Carceri (also don't mention this, even if you're offering to repair things). They're even more angered than most residents of the plane about being imprisoned (this is another thing not to mention). Cronus, the leader of the Titans, lives on Mount Othrys, a palace with its own gravity, suspended between two mountaintops from different orbs. Anyone going there should report to Cronus in his central throne room, so he can check their thoughts to see if they're friendly to the Olympians or working against him. Those who are, or who don't report, wind up dead. The crumbling palace is very saddening, and anyone who doesn't support entropy and decay tends to be quite upset by the sight of it (make a DC 20 Will save or be affected as by Crushing Despiar (http://www.d20srd.org/srd/spells/crushingDespair.htm) as long as you can still see the palace. A new save may be made at dawn each day.). There are many monsters of Greek legend roaming nearby; these are kept as pets by the Titans, who will retaliate in kind if you do something bad to them. Cronus, being the most powerful of the 11 Titans, tends to order his siblings, Coeus, Crius, Hyperion, Iapetus, Mnemosyne, Oceanus, Phebe, Tethys, Thea, and Themis about. They are quite resentful about this (so another thing not to mention to them).
The only other Titan with a notable residence is Oceanus, who has a half-sunken palace on Porphatys. Don't come unless you're invited, and expect to spend your time hearing about how vile Poseidon is."


"The Bastion of Last Hope is a settlement on Othrys maintained by the Revolutionary League. It's one of the least untrustworthy places on the plane, which ironically makes it more dangerous, as they residents sometimes form decent sized coalitions."


"Othrys also holds The Palace of Thunder, home of Raiden, a minor human god of thunder and fletchers. Not much else to be said of him."


"The Steading is the divine realm of Grolantor, a minor deity of hill giants, found on Cathrys. If he wasn't so stupid, he'd be a major power on the plane. Hill giants live here, and the ground is mostly devoid of razor-grass. There are some holes that those hiding from the giants might use, that have interesting properties (Anyone hiding in the hole automatically rolls a natural 1 on initiative checks if he wishes to fight the opponent, and a natural 20 if he wishes to flee. This lasts for 1d4 weeks.) Anyone stupid enough to wander here, he may be slain, ignored, or taken to Grolantor. In the case of the latter, he may be slain, fed to Grolantor, or given treasure to win nongiants to Grolantor's cause. Dwarves are just killed. Generally, the giants regard humanoids as human regard rabbits: nuisanaces that sometimes make decent pets, are edible, and whose feet make good-luck charms."


"The Apothecary of Sin is found on Cathrys, suspended high in the jungle trees. It's run by Sinmaker, a glabrezu with a fondness for acids, poisons, and venoms. You can find practically any common variety of those at his shop, no questions asked. He also stocks a variety of rarer concoctions, including 'Sinmaker's Surprise' an nasty mixture of acid and poison."


"Cathrys also holds Feculence, former realm of Kiputytto, a Torilian goddes of disease slain by Talona.
Talona lives in the Palace of Poison Tears, also on the layer."


"Minethys doesn't hold much of interest, unless you're willing to dig deep-- both through the sand and though stores of knowledge. The places of note are the various buried ruins, of which some of the most famous are the Sand Tombs of Payratheon. They're notable for 'sand gorgons' and unrecognizable undead."


"Minethys is also home to three divine realms. The Mausoleum of Pain is home to Falazure, a draconic deity of undeath. Karontor, god of the fomorians, lives in the Rack of Injustice. Parrafaire, a naga deity of guardianship, tricks, and traps, is notable not only for being more Chaotic than Evil, but not being exiled. His reason for placing Trickster's Delight here is best described as thumbing his nose at those who cannot come and go as the please."


"One of the orbs of Colothys is home to the Gardens of Malice, being covered in plants that choke the life from anyone who dares approach them."


"Colothys also house The Vault. It's a prision run by the Harmonium, the Mercykillers, and the Guvners. All within are either guards are inmates, without exception, so it is best avoided."


"The Land of the Hunt is on Colothys, the divine realm of the Torilian god Malar, who was exiled here by Talos, anothe Torilian god. The land itself more hospitable than the rest of the layer, with such commodities as actual paths, sparse greenery, occasional flat canyon bottoms, and frequent caves. Of course, this discounts the fact that Malar is a god of the hunt, and has no qualms about designating sapient beings as prey. Some strange effect of the realm grants heightened senses to those in tune with nature, giving them a baffling ability to sense things (rangers and druids gain Scent and a +4 bonus on initiative checks. This applies to similar prestige or base classes, at the DM's discretion.).


"Ellaniath is the realm of Vhaeraun, the sole god among the deities of the drow. He's a power of trickery and treachery (more so than the drow goddesses at least), and he lives here by choice to stay away from Lolth."


"Porphatys is devoid of many interesting features. The only notable thing is the Ship of One Hundred, known to some as the White Caravel. The white and crewless ship sails the seas of Porphatys, somehow traveling from orb to orb. One hundred featureless stone sarcophagi reside in the hold of the ship. Anyone who wishes may travel on the ship, going where it wills. Attempts to open a sarcophagi, however, seemingly causes an unknown force to sweep all aboard the ship from existence."


"Agathys is home to Necromanteion, Nerull's citadel of black ice (another power here willingly). It is also supposedly where Apomps the Three-Sided, god and creator of the gehreleths. If so, he's still best left alone."


"Fetaphon's a settlement on Cathrys. It's the most civilized place on the layer, though that's not saying much. It's mainly noteworthy for being suspended by rope bridges above a tar pit. If the residents take a dislike to someone, they cut that persons area free and let the tar take care of the problem."


"Gallowshome is a settlement on Colothys. It's in a huge cavern, that's filled with the upside-down bodies of gigantic humanoids, suspended from the ceiling with ropes, throats neatly slit. More accurately, the settlement is in the bodies, which also provide a food source for the residents. The other side of the cavern holds a portal to Sigil, if you can pass the animosity of the residents.
Where the bodies come from is a mystery. Some claim that the people living in the beings is what keeps them from coming back to life; that would surely gall the residents, who hate doing anything to help anyone else.
Also, fiends avoid Gallowshome if they can. Supposedly, they have some ancient fear of the beings in the cavern. If so, they must be mighty glad about the residents, provided the earlier theory is true."


"Well, that's all I've got to say for now. Come back later and you might hear about some of the creatures on Carceri."

Tragak
2014-04-05, 05:53 PM
You're not slowing down, are you :smallbiggrin:

I've already made some additions to my own vision for the top and bottom layers based on your ideas, and if you bring this much awesomeness to my Hades thread, I might have to start paying you for the effort: maybe 10% of the BarryBucks* I earn on the Enemy Agency discussion boards?

*Every Enemy Agency strip features a disclaimer reminding fans that BarryBucks are worthless, a scam, imaginary, immaterial… and I haven't even earned any to give you in the first place :smallfrown:

Vedhin
2014-04-05, 05:57 PM
You're not slowing down, are you :smallbiggrin:

I've already made some additions to my own vision for the top and bottom layers based on your ideas, and if you bring this much awesomeness to my Hades thread, I might have to start paying you for the effort: maybe 10% of the BarryBucks* I earn on the Enemy Agency discussion boards?

*Every Enemy Agency strip features a disclaimer reminding fans that BarryBucks are worthless, a scam, imaginary, immaterial… and I haven't even earned any to give you in the first place :smallfrown:

This is what happens when you get someone interested involved. And what I've posted so far is 90% canon, with the mechanics being updates to 2ed things.

Tragak
2014-04-05, 06:11 PM
And what I've posted so far is 90% canon Wow, really? I mean, granted, that's what I've been going for too with what I come up with, but Holy Depth and Detail, Batman.

I guess I need to get more of the splat-books.

Vedhin
2014-04-05, 06:51 PM
And now for the 3.5e vaath. If you are easily grossed out, I advise skipping this monster.



Vaath

Size/Type: Large Outsider (Evil, Extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural)
Base Attack/Grapple: +4/+10
Attack: Bite +6 melee (1d8+2 plus poison)
Full Attack: Bite +6 melee (1d8+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burrowing tentacle, Poison
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 10
Skills: Climb +9, Hide +5, Intimidate +7, Jump +9, Move Silently +9, Listen +7, Spot +7, Tumble +9
Feats: Dreadful Wrath, Ability Focus (Burrowing tentacle)
Environment: The jungles of Cathrys, in the Tarterian Depths of Carceri
Organization: Pack (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral Evil
Advancement: By HD
Level Adjustment: --

The vaath is a horrifying and sadistic terror from the plane of Carceri. It used to be thought the fed on fear, but the druid Truhar Newth is posthumously recognized as showing that they are really that hateful.
It resembles a horrible cross between a reptile and an insect. Its head is covered by a black carapace, while the rest of its body is covered in dark scales. Saliva drips from the long, white teeth that jut from its overlarge and lipless mouth. Slitted and norrow eyes glare out from above its whiplike snout. In a cavity behind its mouth is a coiled, tounguelike tentacle that ends in a mouth.
Vaath communicate among themselves with hisses, growls, and barks.


Combat

A pack of vaath follows a simple strategy: chase down prey until it collapses, and terrorize it until it dies. If possible, they use their poisonous bite to paralyze a target and then one of them uses its burrowing tentacle while the others keep the prey poisoned.

Burrowing tentacle (Ex)
As a full round action, a vaath may use its tentacle to make a ranged attack (+6 bonus) against a creature within 10ft. If it hits, it deals 1d4 damage, and the creature and the vaath make an opposed Strength check. If the creature succeeds or ties the vaath, it pulls free of the tentacle. Otherwise, the creature takes 1d4 damage per round for 1d4+2 rounds. At the end of this time, the tentacle reaches the base of the skull, and the creature must make a DC 16 Fortitude save (DC is Strength based) or the vaath severs the creatures spinal cord. If the creature is still alive, it is permanently paralyzed from the neck down. 1d6+4 rounds later, the creature dies, though the vaath typically spends this time tormenting the creature. Creatures that lack a spinal cord or that are immune or resistant to critical hits are equally immune or resistant to the severing of their spinal cord, though not the preceding damage.
The tentacle cannot be severed while burrowing, but killing the vaath causes it to be removed. After the spinal cord is severed, it takes at least 10 points of magical healing to prevent the victim's death. The paralysis requires regenerate or a similar spell to heal. Even if the victim is rescued after its spinal cord has been severed, it must make a DC 16 Will save (DC is Strength based) or suffer 1 point of Wisdom drain from the trauma.
Any creature other than a vaath witnessing this attack must make a DC 16 Will save (DC is Strength based) each round the tentacle is burrowing of be stunned for that round by the sheer horror of the vaath's attack.

Poison (Ex)
Injury, Fortitude DC 13, initial damage paralysis 1 round, secondary damage none. The save DC is Constitution based.



I'm no good at assigning CR, so I'd like advice there. I also think this should be available through Summon Monster, but I'm not sure which one.

Vedhin
2014-04-06, 02:55 PM
"So, back for more? Well go ahead and sit down."


"This time, I'm going to talk about the gautiere, a people who live on Carceri."


"The story of the gautiere is really rooted in that of a race called the tiere. I'm paraphrasing their tale-- if you want a fuller story, you'll have to track down a copy of The Book of Inverted Darkness. Anyway, that tome is the only place you'll find the tiere mentioned, and all of the copies are incredibly old and falling to pieces.
Anyway, on with the story.
In days long lost, the Outlands were home to a race of men, the tiere. In their language, their name meant simply 'steadfast'. The were warrior and wizards of incredible skill, but the greatest were their priests, worshiping a god whose name is long forgotten.
So much did the tiere adore their deity, that they decided to build a temple so grand, that their deity would come to live with them. For many aeons, the tiere focused all their efforts on building the temple, as single-minded and devoted as their name implied.
When they finally finished their work, it was the most beautiful edifice-- no, the most beautiful anything that that multiverse has ever seen, or will see. It was made with the most amazing and beautiful materials available, many of which were so scare they no longer exist. The halls were decorated with tapestries woven of laughter and light, and other more majestic things besides. Its halls were so huge that a flock of birds would take weeks to cross it.
As might be expected the god of the tiere was delighted to live there. But the other powers took notice, and coveted it for themselves. They gathered their servants, intending to wrest the temple from the tiere.
Great as the tiere's powers were, they could not hope to stand before the forces arrayed against them. They prayed to their beloved god to save them, standing before the temple their ancestors had started building so extraordinarily long ago.
But the god of the tiere feared for his own safety. He made preparations to flee, abandoning the tiere to their fate.
The rage of the ever-faithful tiere at this betrayal was boundless. Just as the race had been united in constructing the monument, so they were one in their vengeance against the god who it had been built for. Assembling around the temple, they began their revenge.
In unison, they began chanting words, words that had been ancient even when their race was not yet created. Words to condemn. Words to repay their god's act of unimaginable treachery, against a people whose fervor has never again been witnessed. Words that comprised a ritual of age-old power. Words that sealed their god within the temple they had built for him with their love and devotion, now made a prison for all eternity for the one they had adored above all else.
The ritual cost the tiere greatly, however. The force that bound their god was fueled by nothing less than the souls of those he had wronged so terribly, now dedicated to maintaining his punishment.
Now, the Temple of the Captive God has been lost, its location a mystery. None truly knows what happened to the tiere, but on the layer of Carceri known as Minethys there soon appeared a people called the gautiere. The origin of the gautiere is unknown, but in the now dead language of the lost tiere their name would have meant 'once steadfast.'"


"Well, that's all I've got to say for now. Come back later, and you might hear some more about the gautiere."

Vedhin
2014-04-07, 07:37 PM
Gautiere

Size/Type: Medium Outsider (Evil, Extraplanar)
Hit Dice: 4d8+12 (30 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +5 natural, +2 rag armor)
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4) or xaen +8 melee (1d10+6)
Full Attack: 2 claws +8 melee (1d4+4) or xaen +8 melee (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dissolving touch
Special Qualities: Darkvision 60 ft., Eternal condemnation, Immunity to acid and fire, Heatproof, Rage against the heavens, Unswerving resolve
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 11, Cha 7
Skills: Hide +9, Intimidate +5, Listen +7, Move Silently +9, Sense Motive +7, Spot +7, Survival +7, Tumble +9
Feats: Endurance B, Diehard B, Exotic Armor Proficiency (rag armor) B, Power Attack, Improved Initiative
Environment: The layer of Minethys, in the Tarterian Depths of Carceri
Organization: Solitary, hunting patrol (1d4+1), or tribe (4d6+10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: By character class
Level Adjustment: --

The gautiere are gaunt, gray-skinned humanoids with clawed hands and pointed teeth. They wrap themselves in rags and strips of whatever cloth or hide they can find to protect themselves from the stinging, flesh-rending winds of Minethys.
A typical gautiere is 6-7 feet tall and weighs the same as a human.
Gautiere speak Gautiere, a harsh and guttural tongue.
A gautiere's favored class is ranger, though they take up many other classes that are not primarily spellcasters.


Combat

A gautiere is a merciless combatant, neither asking nor giving quarter. A battle with gautiere ends only after both sides are dead.
They typically attack with their xaens, but will fall back on their claws and acidifying touch if needed.

Dissolving touch (Su)
Once per day, a gautiere may attempt to turn a targets flesh into acid. This requires a successful melee touch attack. If the attack succeeds, the target takes 3d6 points of acid damage. Because the target's flesh is being transmuted, it still deals half damage to creatures immune to acid, and at least half damage to targets resistant to acid. Gautiere are immune to this attack (and do not take partial damage).

Eternal Condemnation (Ex)
Even more than most prisoners of Carceri, a gautiere is unable to escape. A gautiere cannot leave the layer of Minethys. Even miracle, wish, or deific intervention cannot overcome this restriction. Why this is is uncertain, but scholars specualte it is connected to the tiere.

Heatproof (Ex)
Effects based on heat do not affect a gautiere.

Rage against the heavens (Ex)
The gautiere have a deep-seated hatred of the deities. A gautiere may never gain power from a gods or other similar being. If it is subjected to a divine spell cast by a god-worshipper, it must resist the spell to the best of its ability, even if the spell is purely beneficial. A gautiere gains Spell Resistance equal to 10 + its HD against such spells (14 for normal gautiere).

Unswerving resolve (Ex)
A gautiere cannot be turned aside from its chosen course by anything save death. It is immune to any effects that would grant another creature control over it or alter its emotions. This primarily includes effects of the (charm) and (compulsion) subschools, and the majority of effects with the [mind-affecting] descriptor.


Society
The gautiere eke out a miserable existance on Minetys, roaming the layer in search of rarities such as food and water. They tend to avoid conflict, but strike if they deem it necessary. The gauiere are Evil, but not always actively malevolent, merely uncaring about the fates of others. They are straightforward with their malice, unlike the other inhabitants of Carceri. Gautiere tribes are typically led by mages, gautiere with inherent arcane power. There are also a rare few "priests", with shorn heads like the tiere of old.








New Weapon

Xaen
The favored weapon of the gautiere, a xaen is a heavy staff covered in spikes and hooks.

Two-handed martial melee weapon.
Cost: 30 gp
Damage: 1d10 damage (M)
Critical: x2
Weight: 8 lbs.
Type: Bludgeoning and slashing


New Armor

rag armor
Favored by the gautiere, rag armor is merely rags bound tightly to the body of the wearer. Though it provides no armor bonus to a nonproficent wearer, a proficient wearer can gain some protection without sacrificing mobility. In addition, a wearer can choose to be treated as unarmored for the purpose of class features (though not spellcasting), regardless of proficiency.

Exotic light armor
Cost: 10 gp
Armor bonus: +2
Maximum Dex Bonus: --
Armor check penalty: 0
Arcane spell failure chance: 15%
Speed: unchanged
Weight: 5 lbs.
Don: 1 minute
Don Hastily: 5 rounds
Remove: 1 minute



Well, this is the start of the gautiere updating/expanding. The gautiere were given abilities to match their fluff, though they have little bearing on most combats. The xaen is a martial weapon because it's not worth EWP; it's also the only bludgeoning AND slashing weapon. Not sure why you would need that, but one exists outside of Dragon Magazine now. The rag armor is essentially an attempt to throw monks a bone, without giving casters even more (casters have a mausoleum the size of a planet by now, just for bones).