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Possession (Recharge 6): One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.Possession: Fiends may possess any creature with the same vice as themselves, voluntary or otherwise. Without a Gate spell adding the crossing, only a few may enter a Prime Material plane without such an action (all may still possess however).
Important Homebrew notes:
1. The Outer planes are technically infinite, but the Crystal Spheres tied to them are not. Each is tied to the planetary bodies of said Crystal sphere and each layer is roughly the total mass of each planetoid body that it corresponds with. For earth like planets, such as Krynn or Toril, assume a rough pre industrial worldwide population, which would be around 500 million for each layer. Demographics then apply as normal. There are a few mostly empty planes that are an exception to this rule. https://haunt2003.com/index.php/community/5e-dd-homebrew/5e-dnd-demographics-farming-basic-land-economics-taxation-and-nobility/
2. These Outer planes follow the same lifespan rules for the soul as all the others. A soul residing here does it in accordance with the timetable of Greek Myth, or 1,000 years. Until then, it is indestructible and respawns at midnight in the realm if destroyed.
3. Demographics mentioned in item 1. would roughly work out to the following over a 196.9 million mi² or 510.1 million km² total structural mass (Earth sized):
90% "no level" or significant hit dice: population (humanoid and monster) 450,000,000
30 million - 1st level potential adventurers or 1 HD monsters (D rank or Copper rank)
15 million - 2nd through 4th level adventurers or 2-4 HD monsters (C rank or Silver rank)
3 million - 5th through 8th level adventurers or 5-8 HD monsters (B rank or Electrum rank)
1,350,000 - 9th through 12th level adventurers or 9-12 HD monsters (A rank or Gold rank)
450,000 - 13 through 16th level adventurers or 13-16 HD monsters (AA rank or Platinum rank)
150,000 - 17th through 19th level adventurers or 17-19 HD monsters (S rank or Mithril rank)
50,000 - 20th level adventurer or 20 to 20+ HD monsters (SS rank or Adamantium rank)
4. These factors apply on every layer of each outer plane, making the Abyss not only the largest, but larger than all others combined...
Acheron and Mechanus - D&D Lore
https://forgottenrealms.fandom.com/wiki/Acheron
The Infinite Battlefield of Acheron[9] (pronounced: /ˈætʃɜːrʌn/ ÆTCH-ur-un[10] listen) was an Outer Plane in the Great Wheel cosmology model representing alignments between lawful evil and lawful neutral with emphasis on law.[7] Some characteristics of this plane were ascribed to the World Tree cosmology planes of Clangor,[11] Nishrek,[12] and Warrior's Rest[13] when that cosmology became popular. Nishrek and Warrior's Rest survived the Spellplague and became part of the World Axis cosmology model.[14]
Acheron
(Infernal Battlefield of Acheron)Basic information[1][2][3][4][5][6]
Natives
None knownPlanar Traits
Great WheelShape and size
Infinite void, four layers shaped like floating blocksGravity
Objective Directional: toward the surface of each floating blockTime
NormalMorphic trait
DivinelyAlignment trait
LN and LEMagic trait
Normal with special cases
Thuldanin
This layer was the Sargasso Sea, Elephants' graveyard, and scrap heap for countless contraptions, creations, weapons, armor, failed experiments, broken devices, fallen buildings, and shipwrecks of sea and air. The blocks of Thuldanin were hollow and pockmarked with pits that lead to the interior a few miles/kilometers down. There the flotsam and jetsam of the ages turned to stone in a matter of days or weeks due to the magic of this layer. Thuldanin had no inhabitants, only the occasional visitor from Avalas looking for some piece of magic or technology that might turn the tide of battle.[1]
Laduguer's realm Hammergrim was here.[20]
Tintibulus
The third layer of Acheron had blocks different than those of the other layers. Here the blocks were made of gray volcanic stone and the faces were six-sided, eight-sided, or even higher in number of edges. When the blocks of Tintibulus collided the surfaces would fracture along natural fault lines into hexagons great and small. This layer had no inhabitants but was attractive to magical researchers for its emptiness and isolation.[1]
Ocanthus
The blocks of the fourth and final layer were square and so razor-thin as to be almost two-dimensional. They ranged in size from a few inches/centimeters to several miles/kilometers across. Both sides of the hard black squares had normal gravity pulling to the surface and could be walked upon. Being hit by the edge of one of these razor-sharp squares could be deadly.[1]
Inhabitants
The main inhabitants of Acheron were the spirit legions occupying Avalas. They were made up of the spirits of humans, dwarves, halflings, ogres, and many other mindless soldiers who died in wars after forgetting their purpose; those for whom war became an end in itself. The spirits would congregate with others of similar beliefs or alignment and form nations on the surface of a block. They would fight to control a block and then join forces to conquer another block when it came within their reach. Legion members who were slain in battle would return with full strength within 24 hours, ready to fight again.[1] The orc and goblinoid spirit legions shared the same large block in Avalas and besieged one another regularly.[21]
Other creatures that could be found in Acheron were wandering imps, rust monsters, achaierai, and occasionally devils and modrons.[1]
Realms
- Bahgtru, son of Gruumsh, held a realm on a smaller block which orbited Gruumsh's block.[21]
- Bane, God of Strife, Hatred, and Tyranny, once had a realm in Acheron[22][23] before he was slain by Torm during the Time of Troubles.[24] After his resurrection, he carved out a realm in the Barrens of Doom and Despair as described by the World Tree cosmology model.[25] (After the Spellplague he had his own realm, Banehold, that floated in the Astral Sea as described by the World Axis cosmology model.[26])
- Deep Duerra maintained the Citadel of Thought in Thuldanin.[27]
- Gilgeam, Supreme Ruler of Unther, had his realm, Zigguraxus, on Avalas.[19]
- Gruumsh of the orcs at one time made his home, Nishrek, consisting of several large citadels, on a large block in the first layer.[21][28]
- Ilneval, lieutenant of Gruumsh, had holdings on a smaller block which orbited Gruumsh's block.[21]
- Khurgorbaeyag, goblin god of slavery and patron of the Batiri, resided in his pantheon's realm of Clangor in Avalas.[29][30]
- Laduguer, the Gray Protector of the duergar, maintained his realm of Hammergrim on Thuldanin.[31]
- Luthic, the cave goddess and wife of Gruumsh, lived on a smaller block that orbited Gruumsh's block.[21]
- Maglubiyet, war god of the goblins and hobgoblins, shared the same block as Gruumsh and maintained citadels as well in the never-ending battle between these hated enemies.[21] His realm was named Clangor.[30]
- Nomog-Geaya, the divine General of the hobgoblins, resided with his superior in Clangor.[30]
Reserved
Acheron Layer 1:
https://forgottenrealms.fandom.com/wiki/Avalas
Avalas
Avalas
Avalas, also known as the Battleplains, was the first layer of Acheron. It contained the divine realms of Bane,[3]Gilgeam,[4]Gruumsh, and Maglubiyet, according to the Great Wheel cosmology model.[2][5]
Geography
Of all known layers of Acheron, Avalas contained the largest number of cubes, which ranged in size from cities to continents. The layer was also the most densely inhabited of the plane.[2][6]
Collisions between cubes were constant, happening as frequently as once a week and sending resounding vibrations throughout the layer. The collisions also slowly eroded the cubes, destroying structures on the surface, carving canyons, and collapsing tunnels. Due to the very orderly nature of the plane, the cracks on the cubes' faces were always perpendicular, so large cubes always broke down into smaller cubes. For that reason, smaller cubes were typically the oldest, while larger ones were younger.[2][6]
The layer was continuously replenished with new, featureless cubes that were generally avoided by other cubes' inhabitants due to their lack of food sources and places to hide in the event of a collision.[6]
The Styx criss-crossed the layer, emerging from a crater on one cube, running for miles, draining down into another crater, and reappearing on a different cube entirely. Sometimes, it changed course and drowned whole cities, taking with it memories and lives.[7] In other places, the river flowed through one cube's face only to plummet into another in massive―and deadly―waterfalls.[8]
Notable Locations
Divine Realms
- The Black Bastion, realm of Bane.[3]
- Clangor, realm of Maglubiyet and his lieutenants Khurgorbaeyag and Nomog-Geaya.[6]
- Nishrek, realm of Gruumsh, Bahgtru, Ilneval, and Luthic.[6]
- Zigguraxus, realm of Gilgeam.[4]
Notable Cubes
The Blue Cube, lair of the solitary blue dragon Teslor.[6]
Reizmis, a cube located near the entry point of the Styx into Avalas. The river completely engulfed the cube in a waterfall, causing its material to rust and absorb some of its memory-stealing properties. The Doomguard held a mining facility deep within the cube, where they used the metal to forge consumptive burst weapons infused with negative energy.[8][9]
Wreychtmirk, a cube along the Styx course that allowed travelers to accurately predict the river's destination. The Styx flowed from each of the cube's faces into a specific Lower Plane, causing each face to assume the plane's characteristics, so a passenger always knew where the river led from each face.[10]
Thuldanin was the second layer of Acheron. It contained the divine realms of Laduguer and Deep Duerra, according to the Great Wheel cosmology model.[2][3][4]
Geography
This layer was the Sargasso Sea, elephants' graveyard, and scrap heap for countless contraptions, creations, weapons, armor, failed experiments, broken devices, fallen buildings, and shipwrecks of sea and air. The blocks of Thuldanin were hollow and pockmarked with pits that lead deep into the interior. There the flotsam and jetsam of the ages turned to stone in a matter of days or weeks because of the magic of this layer.[2]
Society
Thuldanin had no inhabitants, except for the duergar living in Hammergrim. Other than this, there was only the occasional visitor from Avalas looking for some piece of magic or technology that might turn the tide of battle.[5][6]
Notable Locations
Divine Realms
- The Citadel of Thought, realm of Deep Duerra.[4]
- Hammergrim, realm of Laduguer.[6]
Notable Cubes
The Mines of Marsellin, a well-known mining site.[7]
Acheron Layer 3:
https://forgottenrealms.fandom.com/wiki/Tintibulus
Tintibulus
Description
Unlike the top layers of Avalas and Thuldanin, the blocks of Tintibulus were not exclusively shaped like cubes. Rather, regular solids of other shapes were often found floating in the layer, with eight- and twelve-sided blocks being common, although any number of sides was possible. The solids were composed of gray volcanic stone, coated with a layer of ash-like dust of varying depths.[2][3]
Collisions were frequent throughout the layer, carving hexagon-shaped crevices on the solids along naturally occurring fault lines[3] and breaking the solids up into smaller shapes.[4] Those collisions produced a constant ringing sound that could be loudly heard across the entire layer, in many cases impairing communication.[2]
Notable Locations
Acheron Layer 4:
https://forgottenrealms.fandom.com/wiki/Ocanthus
Ocanthus
Geography
Ocanthus had an icy cold atmosphere of breathable air. However, the raging storm of shards in Ocanthus was extremely dangerous. They were as sharp and possessed the same ability to decapitate creatures as vorpal blades.[1][2]
Some of the shards were large enough to generate their own gravity and to support structures. They all originated from a seemingly infinite boundary of black ice located at the bottom of the layer. It was believed that all shards were chipped away from this boundary, and successive collisions broke them down progressively into smaller shards, then needle-sized pieces, and finally to dust.[1][2]
Rumors & Legends
The exact nature of the endless black ice at the bottom of Ocanthus was largely unknown. It was debated whether it was a true boundary or just a barrier between the layer and some deeper, unknown fifth layer of Acheron. Others maintained that it could be just one more enormous shard like the others, but whose boundaries were unknown.[2]
It was said that the black ice was either the destination or the source of the River Styx. The ice was rumored to hold all the lost memories that were stolen by the river. In addition, such memories were even said to be easily accessible by as simple an effect as a knock spell.[1][2][3]
Notable Locations
- Zoronor, also known as the City of Shadows. A mostly deserted city inhabited by bladelings.[1]
Inhabitants
There were very few inhabitants that could survive the hazards of Ocanthus. Besides the small population of bladelings in Zoronor, the layer was also home to inhabitants from Mechanus who operated mining colonies in some of the shards.[1][2]
Forgotten Realms Lore - The Nine Hells (D&D)
AJ Pickett's