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5E: The Lower Plane...
 
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5E: The Lower Planes of Law Homebrew

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Laylyn
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Homebrew:  Fiend and Planar Re skins
 
We will get into the lower planes.  First let's talk about those that reside there.   The outer planes are those without a material body that one would expect in the prime material plane and the inner planes.   Thus, without some kind of staging magic, an outer planar being must take control of a body to inhabit the inner planes, this works no differently than a ghost's possession power.
 
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). 
 
They can possess a mortal or monster up to their CR level in levels, potentially gain new skills, abilities, and resources as a result of such a merger.  They may also possess bodies of the non-consecrated dead as long as no longer than a week has passed. 
 
The merger may end upon the Fiend's mission ending or it might go on until the Fiend is ready to release the body.  A Fiend's possessed body does not age during this time even if thousands of years pass.  A Fiend may be exercised out of a body with a Banishment, Dispel Good, Limited Miracle, Limited Wish, Miracle, Mordekanien's Disjunction, Wish or other such spell.
 
Fiends may be held at bay with an alignment barrier spell.
 
Immunities and Resistances are reskinned into the Homebrew.
 
Legendary actions are replaced with CR based Dark points.  If the Fiend possesses an advanced template or possesses a mortal with levels, the total is increased at a corresponding level.
 
Fiends killed on the mortal plane may not return for one year and one day minimum.  Fiends killed on their home plane are killed permanently.  Those chosen from a Power's dead followers or from lower level Fiends are quickly promoted to fill any gaps that may be caused by the death of a Fiend.
 
 
A Legion was roughly the size of a modern division (5120 men [4800 enlisted / 320 officers and noncommissioned officers]).  A cohort was roughly the size of a modern battalion (480 men /18 officers and noncommissioned officers [of the six cohorts]).  A cohort was roughly the size of a modern battalion (80 men /3 officers and noncommissioned officers [1 Centurion aided by one lieutenant and one sergeant]).  Also includes a small unit of cavalry 120 men and horses.
 
With each legion having 5,120 legionaries usually supported by an equal number of auxiliary troops, the total force available to a legion commander during the Pax Romana probably ranged from 11,000 downwards, with the more prestigious legions and those stationed on hostile borders or in restive provinces tending to have more auxiliaries. Some legions may have even been reinforced at times with units making the associated force near 15,000-16,000 or about the size of a modern division.
 
This was nine cohorts of standard size (with 6 centuries at 80 men each) and one cohort, the first cohort, of double strength (5 double-strength centuries with 160 men each).  Total officers and noncommissioned officers 320.
 
Due to the Blood War and the danger of being attacked while extended, the evil powers control vast armies, both for conquest and survival.  A Greater power normally controls 13 Legions.  An Intermediate power normally controls 9 Legions.  A Lesser Power normally controls 6 Legions.  Great Fiendish Dukes and Princes of the various realms normally control 3 Legions.  The Smart Ones rarely risk vulnerability unless victory is certain.  The Dumb ones never last very long.
 
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Laylyn
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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...

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Laylyn
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Homebrew: Arceron
 
Fiends of Arceron are known as an Arceronians.  Those outside the plane are normally Orcs or Goblins.
 
The basic General unit of the Nine Hells is a Greater Pit Fiend (via powers copying the design of the Nine Hells unit).  The basic unit of the Armies is a Barbed or Spiked devil.  (via powers copying the design of the Nine Hells unit).  They use mindless Lemure for cannon fodder.  Arceron's basic legion unit strength 11,000+.
 

Acheron and Mechanus - D&D Lore

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Laylyn
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https://forgottenrealms.fandom.com/wiki/Acheron

The Infinite Battlefield of Acheron[9] (pronounced: /ˈæɜːrʌnÆTCH-ur-un[10] about this audio file 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 is the home of dreams gone wrong.” — Deva Isab of the Bent Wing.[15]

Acheron
(Infernal Battlefield of Acheron)

Basic information[1][2][3][4][5][6]

Natives

None known

Planar Traits

Shape and size

Infinite void, four layers shaped like floating blocks

Gravity

Objective Directional: toward the surface of each floating block

Time

Normal

Morphic trait

Divinely

Alignment trait

LN and LE

Magic trait

Normal with special cases

 

Thuldanin

Main article: Thuldanin

This layer was the Sargasso SeaElephants' 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

Main article: 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

Main article: 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 humansdwarveshalflingsogres, 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 impsrust monstersachaierai, and occasionally devils and modrons.[1]

Realms

 

 

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Reserved

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Acheron Layer 1:

https://forgottenrealms.fandom.com/wiki/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

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]

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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 Seaelephants' 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

Notable Cubes

  • The Mines of Marsellin, a well-known mining site.[7]

 
 
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Acheron Layer 3:

https://forgottenrealms.fandom.com/wiki/Tintibulus

 

Tintibulus was the third layer of Acheron. It was a mostly deserted expanse of loudly colliding boulders of different shapes and sizes, which often attracted magical researchers for its remoteness and isolation.[2][3][4]

 

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

 

 

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Acheron Layer 4:

https://forgottenrealms.fandom.com/wiki/Ocanthus

Ocanthus was the fourth layer of Acheron. An infinite, perpetually dark expanse, it was filled with razor-sharp shards of black ice that flew around at high speeds.[1][2]

 

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]

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Homebrew: The Nine Hells
 
Fiends of the Nine Hells are known as a Devil.   
 
The basic General unit of the Nine Hells is a Greater Pit Fiend.  The basic unit of the Armies is a Bearded, Barbed, Horned, or Spiked devil.  They use mindless Lemure for cannon fodder.  The Nine Hells basic legion unit strength 11,000+.
 
 
Jorphdan's

 

AJ Pickett's

Dungeons and Dragons Lore : Introduction to Devils

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