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THE GRWER Gwo OF A R W ~ ...... Mandible ....................... .

13
Marduk ...................... ;..15
Mount Clangeddin ................ .15
TheRoads ........................ 4 Buxenus ............................ 18
The Storm Kings .................. .4 Azutb ........................... 18
Magical Conditions .................... .6 Heliopolis ....................... .19
Melodia ........................ .22

Arcadian Items.. ............ Nemausus ........................


ARCADIAN INHAElTANTs ............ ERARCHlES OF h c A o l A ........
The Proxies...........................
The Harmonium ..................... .10
Other Encounters .................... .10 Discovery .......................... .30

THELANDOF PERFECT GOOD . . . . . . . . . . . . . . .12 A~cmm:


Abellio ............................. 12 AND PATHS .............
PORTALS

CR@DI+ S
Designer: Colin McComb + Developer and Editor: Michele Carter
Interior Artist: DiTerlizzi + Conceptual Artist: Dana Knutson + Cartography: Rob Lazzaretti
Cover Artists: Henry Higginbotbam (3-D background), DiTerlizzi (color inset), Robh Ruppel (planar photography)
Graphics Coordinator: Sarah Feggestad + Art Coordinator: Peggy Cooper
Electronic Prepress Coordinator: Tim Coumbe + Typography: Angelika Lokotz + Border Art: Robert Repp
Graphic Design: Dee Barnett, Dawn Murin + Proofreader: Karen S. Boomgarden
Arcadias a plane of rolling fields and gently-sloped valleys, where well.
ordered orchards produce fruit of the perfect size and textnre. Everything hen
works toward the common good, a flawless form of existence. In the Land 0.
* Perfect Good, nothing intrudes on the harmony - at least it better not, or its
going to get scragged.
Anyone of chaotic or evil
persuasion might want to
think twice before coming to
Arcadia. The people, devoted
to seeking the greatest good
. -7
for the greatest numher, tend to he more than just a littl
fanatic in their pursuit of happiness and rightness. The
dont take kindly to souls coming here who dont share
their views, and they express this feeling forcefully.
The chants that theres three layers to
Arcadia, hut most people dont get past
the first. The eiu-

A 1 5 ,
heriar - the
petitioner
protectors - of
the plane like to
I
r
make sure chaotic
and evil h e r b dont
make it any farther. Of course,
this makes everyone all the more curious about what theyre hiding, and thus
increases the security the einheriar have to devote to patrolling the plane.
Its said (mostly hy the inhabitants of the place) that everything in Arca-
dia is as perfect as it can he, neither as strictly regimented as Mechanus nor as
devoted to the perfection of the individual as Mount Celestia. Well, that aint
entirely true. Theres a dark underside to the plane that the inhabitants are
blind to, mostly because theyre a part of it. Theyre so convinced of their own
rightness that they cant see their flaws, and this has proven a problem for
them time and again.
In short, the plane itself is as perfect as its going to he, if a cutter likes
everything neatly ordered and in its place. Its the people whore,the prghlem.

PHYSICAL
FLCBWERS I N + H E + ceNDI+iiiNs +
il EADCBWS, If a bodys lawful and good, theres very little for her
ND EVERY-bHING to wony about when she gets to Arcadia. She can
I N I + S PLACE- wander the fields and forests, admiring their
perfection, their safety, and their other idyllic
WHY ARGUE qualities. This is a place where order perme-
WI+H P E RFE C-bI CB N ? ates everything, including nature. Every-
thing is devoted to the common good,
and everything seems to work toward a
-ARCADIAN common goal. The animals are all large
PE+I+IeNER than on most prime worlds (maximum
hit points), and all provide more to
those who harvest them. F
nature here: everything wo
an obvious, predetermined
grant the greatest good to t
greatest numher.
Theres nothing native to
plane that doesnt contribute to
making this a place of perfection and
peace. The fields and forests all bear as

& 7 &
brings the flora and fauna down on his head. The dark of destination. The words are kept dark, except for the high
its that the creatures are as attuned to the Arcadian order of ups in Arcadia, hut a body can bet that theres people will
things as the trees and grass, and they just dont like to see ing to pay a lot of jink for those keys.
sods messing with a pattern thats best left alone. Now, one of the side effects of having all these road:
Its said theres three layers to Arcadia. Unlike most of all over the plane is that it means that peopleve got to USI
the other Upper Planes, this one slopes downward through them. Unless a bodys got business tramping about in tbl
the layers, so that the third layer (or where it used to be) is fields or woods (such as farming or harvesting), bes like11
hidden in fogs at the bottom of a great valley. The dark of it not to be from around here. And if hes not from arounc
is that theres only layers two right now. For more informa- here, hes got to he stopped and questioned - extensively
tion, read on and consult the Mechanus hook as well. The since law-abiding folk all use the roads, and anyone whc
natural orders gone just a bit awry, and thats reflected in doesnt must have a certain contempt for the law. The mili-
the inhabitants of the plane. tia patrols therefore question nearly anyone they see who!
Arcadian seasons are abrupt hut mild. Theres three off the road in the wilderness of Arcadia - even farmers
months of 27 days for each season, hut theres no moon to Who knows? It could he a spy dressed in farmers clothing.
mark the time and theres no lengthening or shortening of
the days to indicate the seasons - not that a body needs day
~

length to tell it in Arcadia. The seasons ai-e each distinctive,


TH8 S*tBRm KINGS
each the perfect season of its type. Winter blankets the land The weather in Arcadias controlled by the Storm Kings, foul
in snow, falling evenly where its needed and leaving the bloods wbove mastered the shifting vagaries of clouds anc
places where its not. Spring sees everything in bloom, and wind, rain and lightning. Each of the kings controls one 04
the scent of sweet flowers is omnipresent. Summer is a warm the elements of the weather, and they work in tandem t c
time, though not extremely hot. Autumn tints everything produce startling displays. Of course, they can manifest theii
with an aura of sadness, and also with underlying hope for elements singly, but the Rain King and the Lightning Kink
the new year. The seasons of the first two layers are exactly usually choose to reserve their abilities for use with Wind
opposite, so spring in Abellio means its fall in Buxenus. The and Cloud. When they work singly or in pairs, the Storrr
switch might be a little abrupt for some, hut those whore Kings provide normal weather; when they work in threes 01
prepared for it dont find it too difficult to adjust. all together, they generate the storms. When it storms in oni
place in Arcadia, it storms across the whole plane. The Stom
Kings can exempt areas from the storm, but they rare11
choose to do so.
Night -_.- - - ~-_. -..>.mineL h e orb on tc,_. .-.das They follow their own laws, laid down eons ago h j
tallest peak. Half of the orb radiates light, the other half some forgotten power. Though the weather sometimes seem:
darkness. It rotates evenly and without fail, spreading light as chaotic as on any prime world, the Storm Kings do have i
and dark across the entire infinite plane. Theres no in- set of rules by which they determine the weather for thc
between period of dusk or dawn, theres only light and dark. plane. Its no dark that theres never a storm that lasts mori
A body can see the darkness coming across the plain, than 24 hours, or one rotation of the Orb of Day and Night
just like she can see when the mornings about to hit the Any storm that comes is at least three days after the last one,
land. Though its a good system, and its easy to see when a and theyre never separated by more than one week.
days about to begin or end, its also rough on the eyes; The Storm Kings live in citadels spaced evenly a r o ~ d
theres no chance to adjust one way or another to the the Orb of Day and Night, at what a prime would call t h f
change in light. Anyone whos not used to it suffers two compass points of the plane. Each of them is infinitely fa]
rounds of disorientation while their eyes change. from the spire of the Orb, yet can he reached in 3-18 days 01
The night cast by the Orb is not one of total, inky hlack- travel. The citadels reach high into the skies - the peaks o
ness. Instead, its a starry night, such as a body might see the citadels cannot he seen, for they vanish into a mysteri.
Nhile looking up at a prime night. No one knows what the ous haze 1,000 feet into the air. Chants that from the peak!
stars really are, hut theres cutters whove tried to learn the of the citadels the Kings watch over the plane and send thc
dark of it, most especially the Guvners. Its rumored theyre weather where its needed.
the actual realms of the powers of Arcadia. and those who The castles are always surrounded by the type of
reach the realms on the layers are transported to the stars. weather that particular king controls - that is, clouds
Unfortunately, that doesnt explain why therere so many around the castle of the Cloud King, constant breezes and
stars, but its certainly the most popular explanation. gales around the Wind King, and so forth. If the Kings want
to keep someone from their castles, the weather becomes
much more intense around the area of the castle. This is
effective even against unwanted powers who decide tc
Arcadias criss-crosset ......I-IUI. ...
eres a road network come calling. Even if the power happens to have immunitJ
that leads from every important site to every other impor- to or dominion over the element, they have no control ove
tant site. Its even said that if a body knows the right path it in the realm of that particular Storm King.
key (a series of words or a particular phrase), she can step The Storm Kings are four actual, physical beings, oncf
on the road and have it carry her almost immediately to her mortals whove assumed the mantles vacated by their pred.
he has little time to rest, hes not as powerful in sheer ability
as the other Kings. Nonetheless, his office is one of the most
important among the four Kings, for without the clouds, Magic in Arcadias a tricny uusinesD. ALL spells are ritual-
both rain and lightning would find it much harder to mani- ized, taking twice as long to cast, for Arcadias a plane of
fest. His abilities include, in addition to anything having to law and neutrality as well as a plane of good. Furthermore
10with fog or clouds, cloudkill, stinking cloud, wall of fog, therere quite a few spells that just dont work if the caste]
death fog. control weather, fog cloud, incendiary cloud, solid doesnt have the good of more than a single person in mind,
fog and anything in the illusion school (which he casts. and spells that dont work if theyre for the good of a
without the usual penalties for illusions in Arcadia) at will. smaller group used against a larger group. Most of thew
depend on the casters frame of mind: if the casters simplj
I + THEWINDKING
The Wind King should more properly be called the Wind
thinking selfish thoughts, the spell might not work.
Course, theres evil mages whove learned the trick of
Queen (PI/P human/W16/LN), but the title for the office has painting their thoughts with sweetness and light while
been Wind King for so long that itd just confuse people if it theyre casting. Its a tough stunt, but some bloodsll dc
changed. Shes important in her own right, but, like the what they can to gain an edge in Arcadia.
Cloud King, shes not as powerful as the last two Kings Creatures natwe to the plane (not including petitioners
because shes always expending her energy; rare is the day are completely immune to illusions and phantasms, unlesi
nhen theres no wind in Arcadia. However, her role may be those phantasms are cast hy a power or a being of the sami
important as the Cloud King, for he cant move his clouds stature. Furthermore, the natural animals (such as deer
thout her assistance. Her abilities include anything hav- foxes, wolves, and so forth) of the plane arent affected bj
g to do with wind, and she can cast the following spells at prime spells that would summon or control their counter.
nill: Air walk, airy water, clairaudience, conjure (air] ele- parts on the Prime. However, if the spells cast by a planar
mental, control weather, control winds, fly, gust of wind, the beast has no natural resistance to the magic worked or
.evitation, wind walk, wind wall, and wraitkform. it. As usual, its only the primes whore at a disadvantage.

+ T H E RAINKING CONJURATION/SUMMONING. If used for a noble purpose, 01


The Rain King Is also in fact a Queen [PI/ P tiefling/B 18/LN), something thats to the greater good, summonings and con
but, like the Wind King, continuity in the titles more jurations automatically have the best result possible. Sum
important than accuracy. Shes usually dependent on the moned creatures serve willingly and to the best of theii
Cloud King for her weather to take effect, but not always. ability. However, if used selfishly or for something that goe!
versely, the Cloud King relies on her for the creation of against whats best for the plane, the weakest results a sun
ealm, and so they have an excellent relationship. bet, and summoned creatures fight against the spellcasterr
Her demeanor changes like a summer rain becomes a control whenever they can.
ilstorm, like the sleet of winter becomes a gentle spring
ower. She commands all manner of water, and is nearly DIVINATION. Only divinations used to determine thi
owerfd as the Lightning King. She and her acolytes are course of a group larger than four people are effective here
ys bards, hearing music in the hissing fall of the rain. spells of this school cast for smaller parties reveal absolute13
ill, once per round, she can cast airy water, color spray, nothing (unless the spell is one designed specifically for i
ntrol weather, create water, distance distortion, free single person).
tion, lower water, magic font, Otilukes freezing sphere,
rt water, prismatic spray, reflecting pool, transmute rock ENCHANTMENT/HARM. Every being whos the target of i
to mud, transmute dust to water, wall of ice, water breath- charm spell (or charm-type spell, such as suggestion or geas
ina. and water walk. gets an automatic save. If the spell already allows a savin@
throw, the target gets a bonus of +2 to the save. If the vic.
LIGHT tim makes the save, the caster of the spell must save versu!
e Lightning King Pl/8 human/F20/LNJ is, unsurprisingly, spell (no penalties or bonuses) or fall under the sway of tht
most volatile of the Storm Kings and the most powerful intended recipient.
in combat. Hes got a quick temper, and when he strikes, its %ells that enchant items or imbue them with some sor
hard to anticipate where hes going to hit. Hes a mean es in Arcadia.
basher, and its best not to cross him. Though he still abides
by the rules established for his dominion, hes the most Illusions cast in Arcadia are ob.
likely of the Storm Kings to abuse his power for personal viously illusions; magic of a deceptive nature aint wel.
ends. His innate abilities include those spells involving light come here, and it shows in the planes reaction to thi
or electricity, such as chain lightning, control weather, spells. Any illusions cast here have some feature tha
dancing lights, forcecage, heat metal, lightning bolt, power reveals them as falsehoods, though its not always immedi
word (blind), protection from lightning, and pyrotechnics. ately apparent. However, the creatures native to the planr
His abilities are designed only to hurt+ never to heal, and he (though not the petitioners] know immediately how to 1001
wields a great sword +4 shaped like a lightning bolt. He at an illusion and see that its false. Everyone else save!
always cames 10javelins of lightning. versus spell at -2.

+-
lecromantic spells used to promote the must place any components for the spell inside the bowl,
mon weal and health are twice as effective in Arcadia. and raise it above their heads.
pe Is that deal with raising the dead and killing work only Theres other powers in Arcadia, of course, and their
when used for the common good - that is, they work only keys are all somehow tied to their worship. A cutter whos
when used in the defense of a town, or when conquering in interested in getting one of these keysll have to see this for
the name of good for the largest number. However, if used himself.
for reasons besides these, necromantic spells fail, and fail
miserably. Summoned or animated undead turn on the sum-
moner, and harmful spells turn back on the caster.
Theres some magical items specifically designed for use in
WILI ,IC.Like the other lawful planes, Arcadias got Arcadia. Though they dont often travel outside the hounds
a nullifying effect on wild magic. Any wild magic cast here of the plane, most of em still function fairly well. Some of
is diminished as if the caster were two levels below her true them are standard use with the militia patrols, while others
level. The range, duration, and other factors of such spells are rarely seen outside a rulers grasp.
are all reduced appropriately, and wild mages can memorize
only the spells available at the lower level. Their normal CHAINSOF LIGHT: These chains, forged from solid sun-
level of ability returns when they leave the plane. In addi- beams, are reputed to have been designed by the power
tion, wild surges simply dont occur on Arcadia. Reorx himself. Whether they came from his halls, or from
the halls of Clangeddin Silverbeard, or from the more or-
ELEMENTAL.The land itself responds to the needs of dinary smithies of the plane, the fact remains that these
those it deems worthy. Spellcasters whose hearts are attuned chains are hugely effective when used against the right
to the land (read: lawful neutral with good tendencies or targets.
lawful good with neutral tendencies) can double the effec- They appear as shiny metallic chains, hut when used to
tiveness of their elemental spells. Those who dont qualify bind an evil creature, they glow with intense light, equal to
can cast spells at an ordinary level, unless theyre chaotic or a continual light spell. Those of evil or chaotic bent who
evil. In the case of these spellcasters, the spells fail to hnc- look upon this light must save versus spell or he blinded (-4
tion at all. to attack and damage rolls, -2 to AC) for Id6 rounds. Law-
ful good and lawful neutral creatures who gaze into the
light can see the creature bound within surrounded by a
S P E L L KEYS bright light, but take no penalties from watching it.
The spell keys of Arcadiare all symbolic of the nature of the If the creature hound tries to escape, the chains heat (or
plane and of the school of the spell being cast. For example, cool, depending on which would do more damage to the
one known divination spell key is clear water from an Arca- creature), causing Id2 points of damage the first round, Id4
dian spring, bounded by a rectangular container. A spell key the second, ld6 the third, and so on to a maximum of ld12.
for illusions is that same water and container, with mud This heat ceases immediately when the creature ceases its
from a riverbank thrown in to make it murky. A mage look- struggles.
ing for an elemental spell key would seek out that element,
taken from its natural surroundings, and hounded by an VAMBRACES OF EVILSWARDING: These armbands, when
ordinary shape. A conjurer, on the other hand, would find worn and invoked, can protect the wearer from missiles
something from the plane to tempt the creature she wanted fired by evil berks. Theyre shiny metallic pieces of armor,
summoned. In all ways, the spell keys must be a part of the graven with warding runes, that fit snugly over the arms of
plane bounded by the casters desire. whatever creature dons them. When the runes are traced by
the wearer, the vambraces glow blue for an instant, and
then fall back to apparent quiescence.
P @ W E R KEYS Once triggered, theyre active until removed. If some-
The power keys of Arcadia are even more strictly regulated one of evil alignment fires a missile (sling, arrow, quarrel,
than those of Mount Celestia; the only plane where they javelin, and so on) at the wearer, the attack rolls made at
watch over their power keys more carefully is Mechanus. -4. If the attack fails, the missiles attracted to the vam-
The power keys are granted only where its thought theyll braces and bounces off harmlessly. Even magical weapons
do the most good. Since most keys lose their powers weekly, are subject to this stricture, though they still have their
its difficult for a basher whos not favored by the powers to magical bonus. Weapons that automatically strike the vic-
keep hold of one. Though the keys can be stolen or lost, tim continue to do so, and melee weapons are unaffected by
most just aint effective past a week. the power of the vambraces. Area effect attacks such as
The desert powers (Ra, Osiris, Isis, and Horn) keys are breath weapons and spells have normal effect.
usually in the shape of ankhs or scarabs, made from silver Its said that the vambraces were created from the spir-
or petrified wood. The two dwarven powers (Clangeddin and its of fallen petitioners, and their desire to combat evil still
Reorx) bless their chosen with small replicas of anvils, lives within the items. This theorys borne out by the fact
golden battle axes, or mithral hammers. Meriadars key is a that when an evil sod dons the vambraces, she suffers 2d8
decorated silver bowl; those whod cast spells with this key points of damage per turn she wears them.
Many beings find the order and harmony of Arcadias nature to their liking
Its not only petitioners, proxies, and powers whove decided to make theii
homes here; theres also a large population of primes who want security anc
safety, and if they tit into Arcadia, so much the better. Of course, the trans
planted folkve got to pitch in for the safetv of the plane. hut nobod1
here really seem: to mind - hut then, thatsthe attikde k c a d i a fostti
or seeks to foster in everyone it can.
Problem is. the loss of the third laver has taken this atti-
tude to an unpleasant extreme. Everyones gotten much mort
suspicious and wary of outsiders, ready to interrogate them or
the slightest chance they might be chaotic or evil. Arcadiar
inhabitants figure that since theyve already lost part of theii
plane, thwve got to he extra careful to he certain t h w dont lose any more.
Thuesno vast armies of organized creatures here like the modrons 01
Mechanus, the haatezu of Baator. the archons of Mount Celestia, 01
the humanoids of Acheron. The Creatures of Arcadii
tend to he people cobbled together from all ends 01
the spectrum. Nonere barred
from Arcadia, as long as
theyve got the right
beliefs. Still, the Arcadians
tend to he humanoid, thougk
there are exceptions to this.
Arcadias a place of disparatt
individuals bound together, through no con-
nection other than their beliefs. For the most part, they dont judge a body b j
his looks (though its hue that a sinister-looking cutters going to watched i
lot more closely); everyones welcome, as long as they believe the same
Thats the triumph and glory of Arcadia.
I
H E L L @ +HERE, S I R !
Y(BU f R @ m A R a U N D HERE?
hl m9
L 1 . W z
Arcadias not just a popular place for regular cutters, its also home to numer-
ow powers. Many oithem a; based onspecific human cultures, hut theres E
THEN cemE W I + H mE. power or two that appeal to a different breed.
YeURE U N D E R ARRES.E. Among the human powers are Izanagi
~ - and Izanami, powers of land and
creation; Lu Hsing, power of bureaucrats and rewards; and four desert power!
KAL all sharing one realm: Ra and Osiris are the dominant powers of Heliopolis
A N eVEREAGER with Isis and Horus holding secondary realms there. Azuth of Torils fame, a
HARIIIeNIUIll power of energy and mages (though, importantly, not of magic), also has a
PA+ReI, LEADER realm bidden away in the plane. As a hes demipower, his realms not espe-
cially large, hut its very important to those who cast spells.
One of the nonhuman powers is Clangeddin Silverbeard of the dwarves
power of war and battle. Another dwarven power making his home here ir
Reorx, patron of dwarves on the prime world of Krynn.
The power most out of place here is Meriadar, the patron of mongrelmer
and humanoids whove given up their evil ways. Of course, being mongrel-
men and humanoids doesnt help their survival in Arcadia, where most sods
despite their good bent, often tend to judge a soul by its appearance. Meriadai
keeps his realm hidden to berks who dont know any better, and opens it tc
those whove learned to see beyond the veil of the flesh.
Surprisingly, the powers of Arcadia rarely enter disputes with ont
another. They work together to make their plane all the greater. They alsc
leave the squabbling to their minions, keeping themselves above the pet0
mortal concerns. None of them (and thats an emphatic none) play in politic!
when theyve assured their counterparts that they have not. Its a matter 01
honor for them. They dont exactly go out of their way to discourage theii
more ardent followers; but if someones going to create a problem, they ma)
~~

well step in to s d v r ii. one way or another.

*84
+ THE PReXIES +
The powers of Arcadia like to make sure that everythings running as theyve
planned it. For that reason, they designate quite a number of proxies. The
proxies each patrol different regions of the plane, and the gods rarely overlap
their proxies. Its exceedingly rare to see two proxies within 50 miles of each other
to tell the truth, within 500 miles), but it can happen in emergencies involving
battles when the twove disagreed ahout some major (to them) point.
The proxies come in as many shapes and sizes as there are powers. Of course, the proxies
1 . also approximate the forms of their powers, or at least attempt to emulate them. For example,
I Clangeddin Silverbeards main proxy, Gidral Two-axe (Px/& dwarf/F16/LN], attempts to act and dress
as much like his power as possible, even going so far as to dye his beard and carve his weapons in the
same way. Hes a fanatic, all right, and hes trying to make sure everyone sees the light his master
sheds, or sees the dark of a coffin. Its all the same to him.
Of course, theres a proxy to Meriadar as well, someone who preaches peace and tolerance to
Clangeddins war and conquering. Naturally, itd have to be someone from a race with whom the
dwarves have a natural enmity; unfoltunately for the lawful dwarves of Arcadia, they cant very well
destroy the people whore looking for peace - itd practically be a gohlinoid tactic! The proxy making
sure the dwarves realize this is Magruntal Dent-head (Px/ 9 bugbear/P(spll5 (Meriadar)/LN).She wan-
ders near the dwarven enclaves and through dwarf encampments, always hovering near Mount
Clangeddin but never close enough for Clangeddin himself to notice her directly. She preaches peace
and understanding to the dwarves, at least regarding those goblinoids whove forsworn evil. Her efforts
are making some progress, and theres no one whod like to put a stop to it more than Gidral. Still, hes
constrained by the laws of Good, and until Magmntal attacks outright, hes powerless to harm her.
Azuths main proxy is Kerellos Rune-twisted (Px/& human/W21/Harmonium/LN(g)], a bent old
man who, to the average berk, looks harmless. The average berkd be wrong. The Rune-twisteds one of
the more powerful bloods a bodyS likely to encounter this side of powerhood. He enjoys the subterfuge
of decrepitude, but always keeps his defenses up, just in case he runs into a sod whos got no respect
for the law. Anyone who can see magic discovers this old barmys wreathed in magic, and so they pay
him the respect due him. Those who cant see it have no idea of the power at this mans command, and
so treat him as they would any muttering barmy who claims to have vast power at his disposal.
If Kerellos takes a shine to a young mageling he meets, the proxy might very well slip the young-
ster a scroll or two containing magic far beyond the mages ability. This is a test of sorts; if the mage
casts the spells immediately, shes got no foresight, and so Kerellos leaves her to suffer her fate. If the
mage saves the spells, shes got the long view that Kerellos prizes, and hell help her later in her life.
This isnt a complete list of the proxies: Theres the Sphinx, a shared proxy of Ra and Osiris; the
proxy of the dwarven power Reom, a blustery dwarf named Flint; and, of course, a score of other proxies
who arent as recognizable or influential as any of the above. Still, they wander about the plane, doing
their deeds. After all, they aint proxies for the fame, theyre proxies because its the right thing to do.

+ THE PE+I+IeNERS
The petitioners of Arcadia appear as they did in their lives, though markedly more healthy and robust.
Therefore, theres aU sorts of people here, without regard for color, height, age, or species. Thats about
as individual as they come, though, because theyre all fanatically devoted to making sure the common
good of their home is maintained. Theyre among the most rabid in patrolling their plane for outsiders,
though few of them are brave enough to leave the boundaries of the plane to pursue their ideas of law
and good. Only the dwarves of Mount Clangeddin feel any great need to leave the plane for their raids,
and theyre regarded as heroes by the res$ of Arcadias petitioners for their willingness to suffer the ulti-
mate oblivion outside their home plane.
The disruption of the plane as a result of the loss of the third layer has had its greatest effect on the
petitioners of Arcadia. Every petitioner of Arcadia has the ability to know alignment at will, and since
the natural orders been disrupted, they use this ability as much as they can. In addition to being the
plane of law, neutrality, and good, this has also apparently become the plane of great suspicion. The
petitioners use their ability even on people theyve known for a while, perhaps hoping to catch a fiend
thats forgotten to renew its alignment shielding. Theyre especially suspicious of strangers,
and theyre sure to use their ability on anyone theyve never met before. Its not consid-

hold him in high enough regard that theyve got some

I
If they catch someone whos not supposed to be here Were right, and if you dont agree with
(read: chaotic or evil, or, basically, anyone not like them), the and probably should be punished for it
militia has three options. In the case of chaotic or neutral but thats the way they see the plane, and
good, the visi*ors tolerated as long as the laws are respected. with them? Theyre not exactly
Those whove chosen chaos and n e u d i t y , or tlue neutrality, with, or Oren apologize to later.
are asked to finish their business and leave. Those who have
any tint of evil are immediately attacked, no questions second layer. With Arcadia
asked. The petitioners have no tolerance of evil, and theyre plane of influence, its a
willing to sacrifice their lives to stamp it out. control more. Well, it
A body shouldnt take this to mean that the Arcadians feelers in the major
are all militant and cruel. Their fanaticism has a gentle edge might not be in
to it, for their intentionsre only to make sure that the great- got some influence there.
est amount of good comes to the greatest amount of people.
They arent doing this to kill or to punish, theyre doing it to
correct wayward sods and to exterminate evil. Course,
sometimes they go a little too far, but at least they mean
well. Theyre not looking to get control for themselves, and
thats what makes their efforts frightening - they only want
the best, and people wbove had experience with some of
those who only want whats best for everyone know that
it sometimes means whats best for our crowd. People are
leery of coming here for precisely that reason, and that suits
the Arcadian petitioners just fine. believe this.
As on Mount Celestia, the petitioners here must follow
a path to achieve union with their plane or power. When
theyve achieved the right mind for one layer, they move on
to the next layer. However, they dont really have a choice
as to the path they want to follow. Its all one path, or they
simply dont advance.
Interestingly, the further advanced a petitioner is, the
older she looks. They appear this age no matter how long
theyve actually been on the plane. Those who live on the
first layer appear young, between 18 and 25 (human) years
of age. Those whove earned their way to the second layer
appear between 30 and 40 human years. Once theyve
achieved the third layer, they appear to be 45+ human years
of age, with those closest to achieving union with the plane Theres plenty of other
looking exceptionally decrepit. home. The creatures
With the third layer being gone, theres no place for the
olderpetitioners to go, and so theyre forced to stay on the
second layer. Of course, this means that theres an abundance sent einheriar militia.
of petitioners on that layer, and so theres some spillover back
to the first. With all the petitioners coming back to the first
layer, some of the youngerones have been displaced to the
second: now its one big mess, and theres petitioners of all
sorts throughout the plane. No one knows where theyre sup-
posed to be, and thats putting everyone on edge.
It should be noted for those berks who think the
appearance of age demonstrates actual age that the peti- there is no set standard for an einheriar patrol.
tioners who look to be older are just as skilled as the
younger ones. Theyve not lost any skill or ability with the
gaining of experience; if anything, theyve gained it. Let
those whod peel them beware.
attract visitors.
+ THE HARllIIBNIUllI +
Arcadias the plane the Harmonium finds itself most drawn
to, finding the theme of organized good most especially to
its liking. Hardheads enjoy it most especially because of its
Therere three layers - in accord with the Rule of
Threes - in Arcadia, though only the first one is
familiar to most planar travelers. The einheriar and
the Harmonium make sure of that by biocking the known entrances into the
second layer, allowing only high-ups and those who know
the dark of things through. The third layers currently gone

THShAND e9
missing, which is why the second layers so well guarded: the
Harmonium and the residents of Arcadiare
trying to keep the loss a secret until they get it

PQRFQClrE Q$@D
back.
The first of the three layers is Abellio. Its
the best known of the layers, as its the only
one thats open to planewalkers. Its here that
the Orb of Day and Night rotates, and here that
most of the einheriar militia patrol. Its cov-
ered with plains and woods, with occa-
A sional mountains
purpling the
1 horizon. The
layers one of
A beauty and
order, laid out in
uerfect rows without
thi benefit of a mortal
gardener.
The second layer is Buxenus, a land dominated by rolling terrain. Still,
for every area of hills theres an area of plain. For every stream, theres a dry
F patch. The whole layers evenly divided among its elements, and all are laid
out in straight lines of one sort or another. Its not like the Outlands, where
everythings met in equal measure: the layer is, after all, mostly hills. But
each line of hills is contrasted with a patch of plain, no matter how small.
Though the land divisions not equal, its still something a body should know.
The third layer, Nemausus, is currently not a part of Arcadia. It exempli-
fied the perfect merging of good and law, and the g o d of Arcadian petitioners
was to settle there before merging with the plane. Unfortunately, because of
the goings-on there (see below for details), the layer slipped away into
Mechanus, where its watched over by Guvners, modrons, and other
TELL YCBU WHA-E - Mechanus denizens. For now, Arcadian petitioners must make do with Bux-
enus, and hope that Nemausus is recovered soon.
YeU LIVE PEACEABLE-LIKE The layers are separated by geographical markers, and the easiest way for
WI-EH + H E S E BASHERS, a body to get through to another layer is by passing through two of these
eR I L L CREASE markers. The markers are usually huge, rnne-carved plinths standing 40 to 50
Y@UR S K U L L .
feet tall. They dont change their location, and theyre always guarded to
make sure only the right people get through. The perpetual mist that wreaths
SCBUND FAIR?
I - IIlAGRUN+AL
DEN+-HEAD
them serves as a reminder of the transience of a petitioners spirit. Of course,
petitioners still have free rein to travel through the plinths these days, but all
others are held and checked. A body who walks around the markers (instead
of through) remains on the layer instead of traveling on to the next. Those
PReXY e? mERIADAR who do travel through are slightly disoriented, as the mist grows brighter and
brighter, until they emerge on the other side. Behind them are the mist-
shrouded menhirs, ahead the brightness of a new day in Arcadia.

+ AB5LLIe + ~

Abellio, the first of the three layers, is largely flat land, though there are
mountains and hills spread across the layer in certain patterns. There are
forests and fields here, as well as lakes and streams. Its a layer of plenty, with
evelything, even the common beasts, dedicated to providing for the common
good.
Of course, theres the pla-
nars whove moved here and the beings
that seek to take pieces of Arcadia for themselvev.
Theyre the ones who make this a chancy place to he,
the ones whove disrupted the harmony of Ahellio, at
least in a small way. Its commonly thought that theyre
the ones who taught the petitioners of this layer to be as
paranoid as they are now. Of course, this is thought the
Hardheads encourage, to avoid questions about their own role in it.
Petitioners on this layer seek to achieve peace and freedom through service and
belief. Tlis is the reason the hest of them form the einheriar militia, and the reason
1
theyre so fanatic about protecting the plane. They all want to make sure theyve mastered
the correct beliefs, and allowing outsiders to pollute these beliefs sets them back. Onlv I
right-
_

thinking outsiders are therefore allowed.


Hidden away far from any other sites on the layer, the town of Ghetto provides a hiding place
from the constant einheriar patrols. The towns as good and lawful as the rest of the plane, but its
inhabitants are less militant than the rest. For more on this sanctuary, see A Players Guide to Law.

rnAND1Bl.E
(Town)
Law doesnt have to be a sterile thing - it can be an organic, living being. All thats neces-
CHARACTER.
sarys a bit of patience and the willingness to change in an ordered pattern. Theres all kinds of law,
and theres all kinds of people. The greatest good can be achieved by understanding everything.

RULER.Theres said to be three rulers or one ruler of Mandible, depending on whom a berk talks to.
The dark of its that there are three d e n , and theres only one. The true ruler of the entire formian city
is Queen Mother Kltkthra (called Clarity by the humans who come here) (PI/P formian/9+9 HD/
LNlg)). However, therere also three immature queens, hatched from Claritys brood, who uphold her
directives in the three districts of the city.
General ltra-kell (or Kell) (PI/ P formian/(9+3 HD/LN(g)) maintains the fighting forces and soldiers
in the event of hostilities. She also governs the Soldiers Ward. Her sister, Merchant nXir-kstl (or
Xentes) (PI/ P formian/8+6 HD/LN(g))d e s the section of the city open to foreigners, and watches over
the workers throughout the city. The final queen is Hive Matron ecrptal-isk, also called Talis (PI/P
formian/7+6 HD/N(g)). She governs the one area in the city that foreigners arent allowed into. Its
thought that this areas where the bulk of formians live, as well as the area of birthing chambers for the
three queens. Talk also dictates the actions of the mymarches.
The three young queensve recently changed posts - each commands a different area of the city,
so that theyll have experience in governing each of these sectors. When theyve run all three, the
Queen Mother will send em on their way with some workers and a few myrmarcbes and hest wishes to
colonize another part of the plane. Then the Queen Motherll promote three more immature queens to
these posts. In this way she keeps the city fresh and vital - and also keeps a pattern of change cycling
through Mandibles history, as the new queens make mistakes and learn from them.

BEHIND THE THRONE. Theres no one behind the throne in Mandible. Though theres several non-
formians who can bend the queens ear at any given time, theres little chance shell do anything that
wont be in the best interests of her city.
Theres a better chance of influencing one of the lesser queens, hut even theyre not inclined to go
against the Queen Mothers wishes. If theres ever a question in their minds about the wisdom of a
course of action, they accede to the Queen Mothers experience.

DEscRmaN. Thiss a fairly typical formian city but for the fact that its far more open than most,
which allow visitors only aboveground. Mandible follows the same general construction guidelines - a
small human-style city above, antlike tunnels below. The city above is called Mercantus, and is the
gathering point of merchants from all over the planes. Only good-aligned creatures need come here,
because the ant-centaurs wont let evil folks inside the city walls.
Below Mercantus is the Soldiers Ward, where the army of Mandible @Us constantly in prepara-
tion for any actwity that might threaten the well-being of the city. Visitors are welcome here, provided
theyre not obviously spying on formian tactics. The ceilings rise high into the air, and ramps and
chaotic and neutral good dragons are removed forcefully.
While in Marduk, a dragon cannot call on any of its abili-
CHARACTER.Order is nothing without beauty, and theres n( ties, and can only attack with its teeth, wings, claws, and
beauty without order. Theres good and evil in everything tail. This makes them a far easier prey than they would oth-
but with the proper control, only the good is nurtured, whili erwise be. If a dragon somehow manages to elude the kin-
+he evil is left to wither away.
realm
POWER. Marduk, Binder of Dragons, controls this realm
entirely. Hes a power with four eyes, four ears, and a mouth PRINCIPAL NONPLAYER CHARACTERS. The High Judge of
at shoots flames when he speaks. Its said that he and Tia- Marduk is Glimesh Shatur (P1/6 human/P(sp)lO (Mardnk)/
mat, the Lady of Dragonkind, each emerge from their lairs HarmoniumlLN), a man whos totally convinced of the
every 100 years to wage war on each other, to determine rightness of Marduks (the power) law. Hes heard just about
whos to hold the upper hand for the next century. every excuse there is to hear for thievery or murder - and
~

he doesnt care. His impression is that life in Marduk is so


DESCRIPTION.The realms built in an arid land, though good for everyone that stealing is absolutely inexcusable.
its not as much a desert as Heliopolis (see page 19).The sun Unfortunately, hes never stopped to consider that maybe
is hot, but not scorching. The air is dry, but not desiccating. not everyone has a life as good as his, and so he passes
There are trees and grasses here, and rivers that flow harsh sentences on those who break the law for any reason.
through the light earth. Of course, theyre all in the order He passes most of them along to the Execntioner.
that Arcadia demands, with each element firmly entrenched The Executioner is a cutter (so to speak) by the name of
in its place and intruding nowhere else. Only when theres a Tryaga Hendrac (PI/? githzerailTlZILE), one of the most
harmonious mixture called for do the disparate pieces of the enthusiastic Executioners this city has ever seen. Course,
realm intermingle. shes got her alignment shielded well enough that she cant
The people are generally short and swarthy, wearing be detected. A double irony is that shes also the head of the
white woolen skirts and sandals. Theyre good-natured and thieves guild in Marduk - her best thieves can thus es-
hard-working sods, but most of em are as clueless as any cape, or they can face a grisly mock death. She can arrange
prime. Theyve got little mind of their own, preferring to let for those who cross her to meet with the kindari to be ar-
their rulers speak for them. And since all their rulers even- rested, and in this way she disposes of those whove caused
tually answer to Marduk, the powers got almost absolute her problems. Tryagas happy to rule the guild, which she
control over the realm. Of course, the bashers who live here does with absolute control, but shes got ambition to be
arent all so complacent; someve got ambition and insight, more. Unfortunately, the only way up is through the High
and theyre the ones who rise to the top. Judge.

I PRINCIPAL TOWNS. The only city of Marduk (the realm) is


the great city also called Marduk, a huge burg that spreads
SERVICES. Marduk (the city) has anything anyone ir. l..
honest trade might ever desire. Unfortunately, the tools are
over the miles. The citys one of the most beautiful on the mostly of bronze or softer metals, and theres not much
plane, with the rivers Luar and Kath winding their way technology available. For those who like their fun on the
through the white marble and adobe city. Theres vast open illegal side, theres also the thieves guild. Its as orderly and
parks and stands of well-maintained trees. Theres wide bureaucratic as any government found topside, and can
streets and friendly vendors, and an unobtrusive einheriar offer help to any of its members. Membership is based on a
presence - the kindari who patrol the city to make sure flat fee plus a cut of the proceeds from thefts. Those caught
order is kept and harmony and beauty prevail.
The kindari also watch to make sure that the merchants would under the Executione
are honest and the outsiders dont pollute the minds of the
residents. Theyre also on constant watch for members of
the local thieves guild, which operates under the city. When
IlI@ U N * (Realm]
CLAN G E D D IN
a thief (or any criminal, for that matter) is caught, the law-
breaker is brought swiftly to court, where a black-robed C H A R A ~ RIts
. battle and glory, straight formations mal-..
judge makes an even quicker decision, after which the law- ing off cheerfully into the teeth of destruction. Its sweat
breakers head is posted outside the gate as an example for and blood and friendship, honor and glory and triumph all
those who scoff at laws. rolled into one. Its drills until a bodys ready to drop from
exhaustion, the n n l v will rPmainind the d&rP tn dn the

I
I
SPECIAL CONDITIONS. Because of Marduks (the powers)
status as Binder of Dragons, all dragons and dragon-kin
(from playful faerie dragons to a mages psendodragon
power proud.

POWER. Clangeddin Silverbeard (Monster Mythologyl,


I familiar) are forbidden to enter this realm. Those that do are dwarven god of battles, overlooks this realm. Having mod-
estly named it after himself, he expects his domain to be as
1 hunted until theyre found: good dragons are ejected from
the realm, while evil and neutral dragons are slain on the perfect as he perceives himself tn be.
I
-
the plains around it. it standi well over 30,000 feet tall, its
peak wreathed around by clouds and storms. Like any good
dwarven home, the mountains riddled with passageways A DWARF P B * I * I
and tunnels that open out into the light of Arcadia and into
caverns filled with vast wealth. The passageways that open SPECIAL CONDITIONS.All dwarf petitioners here are
to the outside do nothing to mar the perfection of the cone. trained for battle, and all expect that their fate is to die the
Of course, theyre extremely well defended, both by dwar- final death outside of Mount Clangeddin. They go raiding
ven einheriar and ingenious traps, though theres no one in into the Lower Planes without any thought of reward, with
their right mind (or their wrong mind, to he perfectly frank) only the glory of their power in their heads. What they
whod ever dream of assaulting Mount Clangeddin, even dont realize is that Clangeddin watches over the children
when the powers not at home. who die in his name and gathers their spirits back to him-
The halls within the Mount are perfectly straight, run- self. Therefore, the einheriar who die outside the realm in
ning until they hit a wall or somehow wrapping around the Clangeddins service dont suffer oblivion, but achieve the
mountain to continue on in an endless loop. The looping union thats every petitioners dream. None of the dwarves
passageways arent marked, but the dwarves know where realize this, because itd demean their bravery if they did -
they are, and they use them to maximum effect when their sacrifice is all the more noble because they think noth-
theyre drilling. ingness awaits them.
Strangers are welcomed here, though the dwarves keep Clangeddin is the only known power with the ability to
a close eye on them. The petitioners have a perverse desire retrieve the spirits of his petitioners who die outside the
to show outsiders just how formidable dwarves (even once- plane.
dead ones) can he. At the same time, the dwarvesre jealous
of their military secrets, and they wont show any of their e king and the three
special maneuvers to an outsider. Still, its possible a visitor overthanes are probably the four most important people in
might wander through a mock battle and catch a glimpse of the mountain. However, theres little chance of any berk just
the end result of one of these maneuvers. Since the battles happening to stumble across these cutters, or even making
rage throughout the balls of Mount Clangeddin and over it into an audience with them. The rulers of Mount Clanged-
the plains and rolling hills outside, theres never a dull din have better things to do than chat with itinerants. No,
moment in the Mount, day or night. most sods are likely to run into the people who support the
rulers, the ones who run the show from behind the scenes
PRINCIPAL TOWNS.Theres only a single city running and who know how things work in the mountain.
throughout the mountain. Its divided into nine parts, each The most important of these is the Kings Steward, Tro-
ruled over by a thane. Three thanes report to each of the vol Hardearth (Pel 8 dwarf/C 1IHarmoniumILN).Hes willing
three overthanes, who report to a single king, who reports, to help a cutter with aid and equipment, as long as itll
so its said, directly to Clangeddin Silverbeard himself. Each serve the dwarven cause and further the plans of the king or
of the nine parts of the city specializes in one aspect of overthanes. Its not easy getting in to see the Steward, but
dwarven life or another. its a far cry easier than seeing the king.
For example, theres Prieston, where a body can speak Among the einheriar, theres one lieutenant noted by
with the proxies and priests of Clangeddin, to be healed or planewalkers as being more tolerant than most. Ladri
to receive instruction in the mysteries. Then theres For- Hammerstrong (Px/ P einheriar/FlO/LN) earned her place in
jereth, where the bulk of the smithies in the mountain are the front ranks of Clangeddins legions in life and continues
found. Theres sub-cities of residence, and drilling for battle, to prove her worth as a spirit warrior. Shes known as par-
and mining, and so forth. Each city has aspects of the ticularly independent for one of the einheriar, and the chant
others, so a body doesnt have to go from the top of the says that quality of independence is the reason Clangeddin
mountain to its roots to get needed services. Still, the best seems to favor her as one of his most h s t e d proxies.
quality at the best price comes from the sub-city devoted to If some addle-coved berks got the urge to go looking
that work. for the underside of the dwarven realm, hed do well to find
Theres an underside to the city, too, thats not as a cutter by the name of Drax (Pi+/& dwarf/F5,T6/LN). He
savory as most of the dwarves might like. Theres some knows the darkest turns of the Lowest Hall, and is willing to
rough dealings here, and not all of the dwarves who come lead a berk there for a pouchful of jink. Course, thats no
here are exactly pure of heart. Thiss the place the dregs of guarantee the dwarves there will let the poor sod back out.
society or those rejected by the raiding forces go, and
theyre angry and bitter about their lot. They work hard, S E R ~ C ELike
S . any other dwarven city or realm, Mount
sure, but they play even harder, and their play aint nice. Clangeddins full of halls, forges, and armories. A body with
Most of its drink-fueled fights, but therere rnmors of dark the right amount of jink can find a formidable weapon here
deeds that the power seems to tum a blind eye to. Whatever - its said that the dwarves of Mount Clangeddinve learned
L the case, a body traveling through a way to make ordinaiy weapons thatll affect even crea-
the Lowest Hall had best be on tures harmed only by magic or silver. They havent been
seen yet, but the creatures of Acheron and Baator are dread-
iL:
+ BUXENUS + A2U.I.H
(Realm)
The second layer is a mustering ground, where the forces of
4rcadia gather their might for yet another attempt to take CHARACTER.Magic is made of rituals, and rituals make life
lack the third layer. This layers well guarded by einheriar Therefore, magic is life, and theres no sense in not surren-
watching the plinths on the first layer, and by more waiting dering to the awe and majesty of magic.
on the other side. Those coming through had better he
authorized or undetectable, or theyll find themselves com- POWER. Azuth of Tori1 (FORGOTTEN REALMS. Campaigc
ing back right quickly. Anyone who doesnt explain her Setting), lord of mages, watches over this realm. As a demi-
presence immediately might find herself coming hack to the power, the realms not exactly huge, hut its suitable for hi:
first layer in just a little more pain than she left it. purposes. His purposes? No one knows, hut Azuthc --4
Course, theres some entrances into Buxenus that complaining about the size of his realm.
arent well known, which a resourceful cutter could make
lis way through. The layers are separated by a tremendous DESCRIPTION. Hidden in the side of a hill in Buxenus, the
nonntain range, riddled with long-unused paths both over cavern of Azuth is a place of marvels and astonishing
and underneath t h e mountains. If a body tries to get sights. The entrance is hidden between three split oaks and
through these, though, hell find that some of them are disguised by a powerful glamour. Only those of wizardly
guarded by watchdogs more fearsome than a legion of ein- bent can see the opening, though they can lead others
heriar. Its not entirely known what these creatures are, hut through it. Once inside, theres a staircase that winds its
its said that they can devour a spirit and leave the empty way down into the heart of the ea&, supported hy nothing
shell to wander around the hills of the plane. Those who visible. The craggy stone of the cavern emanates an eerie
travel to Buxenus are hereby warned. glow, bright enough to see by but dim enough that therer
The faction of the Harmonium has its Training plenty of shadows.
Camps here: theyve been importing barrels of the curative When the endless stair finally reaches the bottom, the
waters from the city of Empyrea on Mount Celestia in an whole cavern of Azuth suddenly becomes visible. Its deco-
attempt to cleanse the minds of their recruits. Though its rated with points of light dancing about the spires o f the
not yet proven effective, theyre willing to do anything to town in the center of the miles-across cave. Therere all
convert every sod they can. sorts of caves branching off from the main cavern that
What recruits? Well, the Harmoniums known for harsh reach hack hundreds of yards. Each one is slightly scarred
methods and stern love, hut this time theyve really gone by the effects of magic gone awry, but the tunnels heal
too far. Theyve been stealing those of chaotic and neutral themselves over time. Lights flash and a medley of noises
alignments to try to modify their mindsets. The Hardheads sound, but the traveler need not fear the results of the mag-
want to see if its possible to change a naturally chaotic ical displays, for lingering mrer pvmrtthingr the preserrp nf
creature to a lawful mindset, and theyve established camps the power.
throughout Buxenus (and Nemausus, before it disappeared)
to regulate the lives of the kidnapped chaotics. By placing PRINCIPAL TOWNS. Theres only one town in Azuth, a
these creatures on a strict regimen of scheduling, allowing burg called Mages Rest. Its a haven for anyone who studies
them little time for fancy and their own pursuits, the Har- the Art, and is an excellent place for a body to learn more
monium hopes to gain hack the ground theyve lost to about it. Theres taverns and castles, spires and pits, all
Mechanus. Of course, theyve only got the greater good in within a few paces of each other. Though it may sound
mind. chaotic, theres an underlying order to it thats apparent to
Unfortunately, what they dont know is that their pur- those who cast spells. The whole citys got an air of ritual
suit of the greater good is what drove Nemausus away from and mystery - the intangible something that got so many
Arcadia in the first place. Their methods of securing this people involved in magic in the first place.
good are so draconian that the land was pulled away from Of course, the more powerful mages have the more
the plane of good toward a more evil tone (in that neutrality impressive residences, but even a mere stripling can lay
contains more evil than good). Still, the Hardheads havent claim to citizenship here, as long as her magical abilitys
realized this, and theyve stepped up their efforts to gain true. Its not unheard of for the powerful mages to take an
new recruits. They watch these good creatures wither and apprentice here, and its a place for the older ones to learn
die away from their homes, and simply go out to as well. Theres no dearth of learning here, for Azuth
get more. They dont realize it, hut theyre spreads his knowledge liberally among his chosen
helping to destroy the plane. worshipem

SPECIAL CONDITIONS.All wizardly magic in Azuth works


normally, even those spells that are normally unavailable in
Arcadia. Its a realm of magic, and Azuth has decreed that
theres no limiting the flow of wizardry in his realm. How-
ever, anyone who uses magic intentionally to harm another
in the realm is subject to Azuths wrath. The form the pun-
ishment takes is directly related to the form of the attack -
that is, someone striking his enemy with a magic missile
HELIBPIBLIS
receives the same number of missiles in return, while an ice (Realm)
storm causes a localized ice storm on the caster. It doesnt 1 ~CTER.Burning sand underneath a scorching sun, giv-
heal the wounded party, but it does provide a measure of I..~ .Jay to the cool of evening and the songs of nature. The
revenge. stimng beneath the sands might not be life, hut at least its
Also, anyone who uses wizardly magic is welcome not evil. The blazing sun is set above everything, but theres
here, whether theyre good or evil, lawful or chaotic. As rest and relaxation to he had in Heliopolis.
long as they agree to abide by the rules established here,
theyre given safe haven. POWERS. Ra, Isis, Osiris, and Horns (Legends H Lore) all
share this realm, though they divide it into three parts
(reflecting the Rule of Threes). Since Ras purview includes
destroying the undead, and Osiris is a protector of the dead
, CEBLEBRED L I G H + S , (and nondestructive undeadl, the two dont exactly see eye
k LEBUD BANGS, to eye on how undead should he handled. Osiris and Isis are
FIRE BALLS, mamed, so their realms often overlap, hut each still has a
IC SfEBRmS . .. distinct influence. And since Ra is the great-grandfather of
CAN+ YEBU DEB ANYfHING both of these two, he can enter their realms with impunity,
if he so desires. Still, each of the three usually respects the
I III PILE S S IVE ?
- PE+I.kI(BNER
In AZU.kHS CAVERN
dominion of the others, and awaits their permission to enter
the other realms.
HONStravels all three realms, since hes related to all
-I_ the gods and because hes too chaotic to hold a realm of his
own. Instead, he wanders Heliopolis and avenges those who
PRINCIPAL NONPLAYER CHARACTERS. Jack Crosseyes (P1/6 need avenging.
human/W9/Harmonium/LG) rules Mages Rest. Hes a tall The three ruling powers switch the duties of rulership
man, but stands stooped so that everyone can see into his occasionally; when Ra finds something that demands his
eyes. One eyes green, the other a deep hazel. Heres the attention, he allows Osiris to rule Heliopolis. If Osiris has
chant: The green eye makes all those it spies tell the truth, pressing business, Isis becomes the ruler. The nature of the
while the hazel eye strips away illusion and false auras. land changes with each ruler - under Ras rule, Heliopolis is
Only one eye can focus on a sod at a time, so Jacks got to markedly warmer, even inside and in shadow. Under Osiris,
think about which one hes using. Its almost impossible to the temperature is noticeably cooler, even under the sun.
slip anything by Jack, hut its whispered that resourceful Only under Isis is the realm divided between warm and cool,
thieves have walked right past him without even flinching, with the temperature as it should he.
and some have even stopped to chat!
Jacks doing everything he can to quelch these rumors, DESCRIPTION.The realms laid out like a triangle, and
knowing that disbelief in the primary lawgiver of the town each of the powers occupy roughly equal space in it. The
might erode its borders and expose it to chaos. Unfortu- triangles divided into three parts, with separate realms
nately, his scrutiny on this subject has led to blindness on inside it. The largest realm is, of course, Ras. As the leader
others, and so hes losing control one way or another. of the pantheons Great Ennead, hes no pushover, and all
Some say that Jack Crosseyess undoingll he the work the powers give him his space. Ras realm is devoted to the
of Gabeau Lelenhart (PI/ P human/Wll/Harmonium/LN), a sun. Every day, he mounts his barge Manjet, and rises above
blood of a sorceress whos not at all happy about the way Manu, Hill of Sunrises. When the day is done, Manjet turns
Jacks been running the town. She hasnt openly espoused into Mesektet, a funeral barge that Ra guides across the
rebellion, but its known that shed like more emphasis on underworld, briefly lighting the realm of Osiris on the way.
law and less on goodness, thinking that more law is good The cycle repeats every day, and this is the only place in
for everyone. Its anyones call wholl win this battle, Arcadia where the lights not provided by the Orb of Day
because Jack and Gabeau arent going to he able to fight it and Night. Though the time Ra is in the air above the First
openly; theyre going to have to wage it subtly, in words Realm coincides with the time the Orb shines daylight into
and innuendo instead of arms and magic. his realm, Ra provides the light.
Ras realm is a realm of bright sun and burning desert.
SERVICES. Course, this being the realm of magic, theres Theres little life on the sands in his realm, for during the
dl sorts of magical goodies hidden away in the realm - all day, its almost unbearably hot. At night, the temperature
a body has to do to get one is ask a blood who might know plummets. Thats when the lion and camel wander the land.
and pay the price asked. Sometimes the price is jink, but Still, theres precious little to forage here; creatures seeking
more often its service or a quest. The body seeking it is best sustenance would be better advised to seek out the Second
advised to think hard on whether the price is worth it. Realm of Isis.
Sometimes it is, sometimes it aint. It all depends on how The Second Realm occupies the middle ground between
bad a soul wants somethimg. Osiris and Ra, a sloping land that leads from the realm of Ra

+ 19 +
thewalk
to living
here,
world.
provided
The undead
they are freeof
arefree
the taints of evil and malice. They are
I 1 \ y(Jf I\ ~~~ / and
they also arent the worst a
body can find. Pricesre reasonable,
thats about all anyone can ask.
accepted as regular cutters by the petitioners Gizekhtets the most planar-normal city in
who live here, though evil undead are immediately
~

the realm. Its buildings are mostly white stucco


attacked without fear of life and limb. and brick, and the air is fairly temperate. The River Isis runs
through the city [and only through the city), providing cool,
PRINCIPAL TOWNS.In each of the smaller triangles of clear water to everyone along its length. Theres a magic
Heliopolis, theres a single burg of importance. In Ras area, about it that prevents it from ever becoming polluted, no
theres Thekele-re. Isis keeps watch over Gizekhtet, while matter whats put into it. It acts as holv water within the

+ 20 .
city, hut once taken beyond, its normal water. HEY, BERK, number of spell slots as
Y@U D @ N f A + + A C K
Theres craftsfolk and workers, the wealthy and a 14th-level priest.
the poor (though not too poor - thats not Oddly, the creature has
ANY f H I N G
much of an afterlife, especially in Arcadia).
As befits the realm of balance in Heliop-
olii, theres nothing too extreme in this
I N @ SIRISS REALm
B S P B C [ALLY
- none of the prejudices
a normal androsphinx dwel-
ops, and it loves puzzles and
A mummy!
-
city, and anything out of the ordinary is riddles. However, it never chal-
balanced by something on the other lenges someone to a puzzle test
extreme. SPg Re +e + H I S, -
at the cost of a life
Memphirias a place where A HIGH-UP unless its opponent is
everythings built of white IN mEmPHIRIA a danger to the realm,
marble. and the residents all at which uoint the
move slowly about their business. Sphinx insists on it.
The chill emanating from the The Sphinx has no sov-
1
underworld keeps anyone from ereign power in the
(

-
moving too auicklv. Theres not much
in the way of goods and services in M e m p h ~ a ,
realm, hut the peti-
tioners and planars
since its mostly a residential city. The residents who live here often seek out the
arent as lively as petitioners in most other places, hut they Sphinx for its advice and wisdom.
also seem fairly satisfied with their lot. Then theres the rulers of the three towns, who answer
only to their powers. In Thekele-re, theres Adnus Skorpios
SPECIAL CONDITIONS.Each of the tripartite realms has (Px/b human/P(sp)l5 (Ra)/LG), the brother of Sets proxy
special rules governing it, sometimes directly contrary to Nekrotheptis (see the Baator book). Adnus is almost the
one another. For example, undead cannot venture into Ras exact opposite of his brother, blunt where his brothers sly,
realm under a n y circumstances at all - they wither, straightforward where his brothers subtle. Hes also much
explode, and die one round after crossing the border into more friendly, though he tends to deal only with those of
his land. similar social standing. Still hes fair and just, and on the
Osiriss realm, on the other hand, is the realm of rever- whole is far better than his brother.
ence for death, and so its not uncommon to see mummies In Gizekhtet, the rulers Lamia Nightblossom (P1/ P t i c
wandering the land. Of course, they cant he evil mummies, ling/W14/LG), a lady whos nothing like the creature shes
but rather undead whove returned to mete out their ven- named after. She too is fair and just, but shes also got the
geance on the despoilers of their graves. Likewise, other compassion that Adnus lacks. Shes willing to overlook
nonevil undead are welcome here as well. However, theyve slight infractions of the law, as long as any damages caused
got no special powen while in the realm. A mummy gener- are compensated to the injured. If the criminals unrepen-
ates no fear or mummy rot, a vampire drains no levels. tant, Lamias just as willing to mete out harsh justice. Her
Thus, theres two types of undead who come here: Those citys a matriarchy, hut theres no enmity between the sexes
who wish for a return to their normal, mortal life (or a close - everyones judged on equal terms, and no ones willing to
approximation) and those whore looking to complete some break the covenant on which the city was built. Though
sort of quest, after which theyll leave the realm as soon as Lamias not a proxy, Isis trusts her implicitly with the ruler-
possible. ship of Gizekhtet when the powers gone to her realm
Isis isnt concerned with the undead, hut in addition to Elysium.
her other talents shes a goddess of magic - and like Azuth, Memphirias looked after by Khallis Mhektis (Px/d
she favors the free and open exchange of information and half-elf/Pal3/LG), a hasher whose bloods the purest of any
ideas. Shes far less restrictive, though, trusting her follow- of the kings in the realm. Hes a sad-eyed fellow, but he
ers to use their abilities wisely. All spells are available rules more justly than anyone else known in Arcadia. Hes
within her realm without qualification. If magic is used for fair, hes wise, and hes impartial. His laws are gentle, his
an evil purpose, however, the casters immediately stripped enforcers harsh on those who break them. His only interest
of his spellcasting ability and regains it only after leaving lies in serving Osiris well in the city of the dead.
Heliopolis. Isis may he a tolerant power, hut use of magic in
ways she considers wrong constitute a betrayal of her SERVICES.Theres any number of services available in
good will, and shes not so tolerant shell suffer that. Heliopolis, as mentioned above. The peasants in the fields

I PRINCIPAL NONPLAYER CHARACTERS.The one creature who


can provide food and shelter for free, though they dont like
to he taken advantage of, and theyll expect a body to pitch
has free reign across the entire realm is the Sphinx (M/0 in with the work for these senrices. Either that, or theyll ask
androsphinxll5 HD/LG), an indirect proxy of all three pow- a basher to do a favor for them in the cities, where the peas-
ers and the symbol of the realm itself. Its a huge andro- antsre forbidden to go unless theyre bringing in the har-
sphinx with 15 HD instead of the usual 12, and it can cast vest or have other pressing business. These errands can he
spells as if it were a 14th-level priest. It can cast any spell small, hut usually they involve fetching something for the
from the major spheres of its masters, and has the same entire extended family.

I +21+
take anywhere from minutes to years.
As is often the case with lawful types, the people o
Melodiave learned to live with each other so well that the)
CHARACTER. When people live together, work together, and work as a single organism. One group finishes what another
love together, they begin to know the patterns of each starts, so theres no extra work for any one group. Theres
others lives. With love and some discipline, eveything else also precious little entertainment - Melodias idea of fun is
just falls into place - almost like pieces of a puzzle. The to listen to speeches in the central square, or to sing hymns
ends usually justify the means. in the local church, or to make sure that everyones taker
care of. Their idea of fun, in short, would stifle an archon
RULER.Nicolai Mabru (P1/6 tiefling/WlO/Harmonium/ Theyre about as normal and staid as people get.
LN) is the dominant power in this town. Hes a short-look- They also all seem to be members of the Hardheads
ing berk with a hairless head and a ready smile. Hes whip- They know whats best, and they know how they want tc
thin and moves quickly. Still, theres an undefinable aura get it. Since they work together, they all know the law intu-
around him, something that makes him seem altogether big- itively, and know when its being broken.
ger. Some people report seeing an entirely different persons Theres not much of interest in the town, except for the
visage flashing at them when the light is right, but no one faction headquarters right in the center of town. The Harmo-
can hack this up. nium keeps a huge base in Melodia - larger even than the
Heres the dark: Its Nicolais tiefling heritage manifest- one in Sigil, or so goes the chant. Its an imposing palace,
ing. His spirits occasionally reflected on the outside as a dozens of stories tall, and it extends into the ground as
tall, dark man, with flashing eyes and floating hair framing deeply. Its a large block of a building, and it runs for hnn-
an angry face. This aspects usually set off when Nicolais dreds of yards on a side. Inside, theyve got numerous prisons
cool temper is finally ignited, so he does his best to make for the guilty, meeting halls, and places where they can
sure he maintains his composure. The result is that hes one retrain those whove strayed from the Harmoniums idea of
if the most collected sods the PCs will ever meet. goodness. If a herks not a member of the Hardheads, she
Nicolai rules the town with an open hand; the people doesnt belong there, and shes going to find that out hut fast.
know how to act and what to do. He gets involved only
when outsidersre acting MILITIA. The militia is. as a hodv mi& exoect.
I

like leatherheads in his the Harmonium. These cuttersve been trained


town. Even then, he can W E L C @ m E +e m E L @ D I A , ~

-
on the streets of Sail lor mavbe
usually count on the BR@+H E RI -
those on the seeets of Sigil were
militia or the townsfolk to keep trained here - it makes little enough
he disturbance to a minimum. \I R E N@+ A difference). Theres countless foot
patrols of three, with a watchman
+HE
BEHINDTHE THRONE. The commanding the three. The patrols (PI/
me ruler of Melodia is GUARDS! var/F l-3/Harmonium/LG or LN) have
Killeen Caine (P1/6half-elf/ GUARDS! absolute power on the
WlS/Harmonium/LN), a high-up in
the Harmonium secondary only to the
factol. Hes above giving direct orders I
streets; anyone defying
A them is automaticallv -miltv
of something. Anyone who
~

to Mabru, which is just as well, hut he does offer suggestions tries to run finds that the streets fill up with soldiers in a
to the mayor which are never declined. Since both are mem- hurry, what with the whistles the patrols use to signal each
hers of the faction, and Caine outranks Mahrn, theres really other. Its tough life, being a criminal in Melodia.
nothing Mahru can do to disobey without turning stag com- Thing is, here the Harmonium has absolute power.
pletely. Mahrus a little resentful, hut dares take no action They dont have the Gnvners watching over them to see that
against Caine. Caine, of course, realizes this and tries to keep everythings strictly legal. No, the Harmonium has all the
his influence to a minimum; hut when theres an action time in the world to make sure that a bodys not thinking
thatll benefit the Harmonium, well, how can he help hut act? wrong thoughts. Someone whos not willing to try to
deceive to the Harmonium interrogators might be looking at
DESCRIPTION. This is the home town of the Harmonium, a long time here.
the police force of Sigil. Its also one of the nicest places a
body can find - if that body likes law and order, peace and S~kvrcEs.Of course, its easy to rustle up the militia
quiet, and secure knowledge that criminalsre going to be here, but what else has Melodia got to offer? Not much,
caught sooner or later. The whole town (about 10,000 according to the average planewalker. Its got people whore
people of one flavor or another) is like a great big family, trained i n rehabilitating broken minds, and training
and everyone seems to know everyone else. grounds for soldiers, and forges and smithies and all that.
To tell the truth, they at least know each others faces, Theres precious few inns or restaurants or anything else a
and can spot a new person immediately. Theyll follow and traveler might need, because Melodias a place for people to
scrutinize that soul until the rulers of the city and the mil- settle in, not visit. If a body doesnt like that, well, a night in
tia are satisfied that the visitor means no harm. This can the jail might make them change their mind. ,
course, there's the Indeps who've set up secret shop
WE m u w +AKE
ho make it their trade to spring those trapped inside CE R+AI N Ll B E R + I S
on. The best of these is Galli Springer (P1/6tiefling/ I N + H E NAmE e f FREE~DCBm.
ree LeaguelCGb who can't hear the thought of anyone
being imprisoned. He, like the other members of his group,
wear medallions masking their alignments. He plays along
- C H A N C E L L e R IIIARGU3.1
with the deadly dullness of town, hut he's learned to truly
hate the Harmonium in his time here. He'll spring a body for
I
free if it'll hurt the Harmonium, hut he does ask for dona-
' tions so his work can go on undetected. Of course, the
I
, group works in utmost secrecy, for there've been several
, close calls that have nearly gotten the whole setup scragged.

LOCALNEWS. There's precious few secrets in Melodia -


1
what one body knows, she feels the rest should know. Still,
'
those items that're best kept secret from visitors are kept
well. However, it's harely known that the high-ups in head-
quarters have declared an all-out offensive on the herk
allowing known criminals to give the laugh to the Harmo-
nium jailers. There's got to he some trickery there, and any-
one who's not well known to the leaders is suspect.
Also, there's rumors that the Hardheads are planning
another attempt to take back Nemausus - soon. It's not
known what form the attack'll take, but it's going to he epic,
that's for certain. The Guvners and modrons are working
together on keeping it, and it's strained relations hack in
Sigil. This is major, and there's no denying it.

**TUI N I N o c A m P s"
(Site)
HEARSAY. The Harmonium's always been enthralled with law
and order, and recent chant is they're "training" chaotic
creatures to learn to love the law. Some say the Harmoni-
um's been kidnaping berks from the streets of Sigil instead
of turning them over to the Guvners for trial - hut there's
no evidence to be found. If it's true, the Hardheads' methods
have been too subtle for anyone to discover.

DESCRIPTION. Scattered across the second layer of Arca-


dia, the Harmonium's training camps are the best kept
secrets on the plane. Harmonium enforcers search the
planes and Sigil, spiriting chaotic and evil creatures to these
training camps, hoping to force them to see the light. Of
course, there's some resistance to this training, and that's
the whole point of the camps - to break down resistance,
and make the creature involved realize there's a whole new
side of life it might not've been aware of.
The camps are organized around the regulation o f
schedules, forcing the prisoners to adhere to a daily order.
The meals come only at specified hours, breaks aren't
granted, and there's punishment for those who ain't willing
to accept regulation. Finally, each "guest" is made to drink
from and bathe in the imported waters of Empyrea evely sin-
gle day. The Harmonium believes that the water from Mount
Celestia's fifth layer has a purifying effect on the inmates.
Extremely tough cases (those who don't accept the
training or who show a greater resistance to it] are referred
to .a special
. derail nlguard$. These cutirrs
. ., are bashers in ihe
.. . .
,: ',
. .:
..
..
.
."+
i .'. -
*.
I
_. . ,
HEY! WHA+*RE a i +HB%E GEARS ~

in might find that theyve grown to like it in the


ecifically tailored to ignore Harmonium members,
o in and out whenever they like
Even though theyve established these camps in the
od, the Harmonium realizes that hs not exactly
atll endear them to the population of the cos-
pabols are very competent (average of 5th
frequent. Theyll come down hard on any
trying to sneak in or out. Even Hardheads
.~.. without a reason to be in the area are regarded with
.
._
.~
.l_ .. ...
. . . ~ extreme suspicion.

NEIIIAUSUS ,+
The third layer of Arcadia techni-
cally no longer exists. Its
transmigrated to
>.-- Mechanus, where the
Guvners and the mo-
j l drons keep a close eye on
/ it. KS still got some good
tendencies, but the
constant attempts by the
Harmonium and the
other inhabitants to.

t
take,it back are so
often flavored with
evil and selfishn~ss
that the layer isnt in
, I
any danger of re&-
HIERARCHIES fev ARCADIA
III@UN+ CLANGEDDIN OANGEOOW

!
CLANCBDDIN:The power himself is said to take part in the rule
of the town. and to speak dkctly to his proxy, the king.

KING: The figurehead ofthe realm, the king oversees the thre
overthanes and interferes only in the d i m emegendes or a
I
I
K!NG
: the command of Clangeddin. He also issues the rails to baffl

I
I
I
-
forthe
O v r m a ~ ~There
r : are three overthanes, each of whom over-
three of the subdties found in Mount Clangddin. Each
of them repom directly to the king. I
I
I I
IhRllIANE
I
bG'S1
K~NG'SSTEWARD:Though the king and the overthanes make STEWARD
policy. it'$ the king's steward, Tmvol Hardealth, who keeps

& & cUEsT


I
things running with the help of his loyal staff.

THANES: Each thane d es a piece of the city in the Mountain.


The thanes are. order of importance: The Battle Thane, the
Priest Thane, the Planning Thane, the Smith Thane, the Min- B~~~ mG msr hFwMG
G~~~~ pmG sm H~~
ing Thane. the Refining Thane, the Growing Thane, the Home
Thane. and the Guest Thane (the cartellan). THANETHpIN):THANETHANETnANfTHANETHANETHANETHANE

I
I
GENERALS: Thee dwarves mmmand the petitioner armies, and
lead them to the Lower Planer for the glory of Clangeddin
Silverbard. There are nine generals for each subdty, but each
gf them ultimately answers to the Baffle Thane and her supe-

I
riors.
GENERALSGENERW GENERALSG m GENERALSGENERALSGENERALSGENERALS
G m s
ARMIES OF EINHBRIAR:Composed of the m t numbers of peti-
tioners w h o l e come here to right. the armies are always well
equipped. and they're always thirsty for the b l o d of enemies.

members beliwe they're the real reason anyth;hg geW done


around the mountain at all.

Cmzr~s:The petitioners who've not earned the tight to fight


STEWARD'S STAFF -
in the b a n i s and those who've been dcnncd unfit. Though
it's not a dishonorable position. it's one that most petitioner
here want no part of. The mort devm and shalp-minded ma
join the stewad's staff.

IIIL@DIA
FAm \ HIGH-W
t*cm As a result of the situatiolr ntU1
Nemawus, Facto1 Sarin maintains a e l o ~ e
eye an Melodia. and depends an the high-
up to keep him informed ofthe slightest
change.

t
MAYOR
HIGH-UP:Kjiieen Calm, a highly placed
member of the Harmonium.

MAYOR: Nicolai Mabru. the nominal d e r


of the town, gives gmund when necessary
t
FAITIONM m
to the Harmonium's high-up.

F A C ~ O NMILIM: The enforcement arm of


the Harmonium, they're as tough here as
they are in Sigil.

t
ORDWY FALTON MEMBERS
Though not as
ORDINAWFACTIONMEMBERS:
important as others in Melodia, they're
also pieces of the Harmonium's machin-
ery. and they play their part with gusto.

NOWACIION
t
C m s
NONFA:CTION CIIILLNS:mere's precious few
of these in town, and those that do liw
here are treated only as well ar necessary.
OF Adventures in Arcadia often involve the conflict between law and good, and what
happens when adherence to the one begins to overshadow the other. Arcadian
. to 5111.
natives are, at the heart, afraid that their perfect paradise can be tainted by the
LEV Low (1-4). beliefs and actions of outslders - and that fear often makes them overreact.
Though the Harmoniums often a convenient adversary, it should be noted that
PCS PREFERRED: Thieves the Hardheads are not the ultimate collection of evil on the planes. Theyre just so
and rangers. wrapped up in their own ideas that theyve got no room for anyone elses. They can
be as generous and good and friendly as the next faction - theyre just particularly
FACTIONS:The factions stubborn.
arent involved in SC@IIIBLBD EGGS I
this adventure. I
SYNOPSIS:The PCs are BACKGROUND. For years beyond counting, thereve been strange creatures living in rel-
hired to retrieve a ative harmony in Arcadias reaches. But even in the Land of Perfect Good, theres
always discord to be found. The PCs are about to stumble into some.
bronze dragons Dragons are notoriously heavy creatures, and when one sits on something, it
egg from a formian tends to leave a mark. Not long ago, a bronze dragon mistakenly sat on the ground
above a formian city, destroying the caverns beneath it. Even more unfomtnately, one
nest. of these caverns happened to hold a queens choice egg. The formians vowed revenge,
and set their soldiers out to discover where the foolish bronze had made its lair. Once
they had, they stole the dragons egg and brought it back to their city. Now theyre
trying to decide what to do with it. And the dragons looking for help in retrieving it.

OUTLINE:
~ ~

While the PCS traverse the roads of Arcadia, they spy an unmistak-
1. EMPLOYMENT.
ably draconic form winging swiftly toward them, borne by the easy air of Arcadias
first layer. Without sight-enhancing magic they cant determine if its got a rider (it
hasnt) or even what color it is, hut the dragon certainly seems intent on reaching the
partys location.
It alights behind a copse (or a sand dune, if the PCs are in Heliopolis), and seems
to disappear completely. If the party goes to investigate, they spy only the huge claw-
prints where it touched down. The land itself seems to be hiding where the creatures
gone.
An hour or two later, the PCs are approached by a matronly woman dressed in
shining bronze armor. She gives her name as Baragam and attempts to enlist them
in her cause. She asks them to enter a formian city to retrieve a dragons egg, which
is held hostage by the evil insect-men. She can offer the gratitude of the dragon to
which the egg belongs, and the pick of a magical item apiece from the dragons horde
if they successfully (and safely) return the egg. If asked about the dragon the PCs saw
previously, she says that was indeed the dragon whose egg was stolen, and that it
had sent her to contact the PCs.
The woman (actually the dragon in disguise, of course) is trying to find an alter-
native to her first impulse (to level the city), and shes come to the PCs to help her
find one. Shes hiding her anger only by a hairsbreadth: if the PCs hot-headedly
decide to assault the city, shell assume her true form and lead them to it to bum and
destroy. If the PCs are of a more lawful bent and decide on a calmer course of action,
she lets them go, urging them to he both quick and careful with the egg. Baragarri
wont go into the city herself, saying that shes already known as the dragons go-
between to the formians, and that shed never make it out. In reality, shes afraid
shed lose control, and she doesnt want the PCs to see a dragon functioning at the
same emotional level as a human.

2. DIPLOMACY. Once the PCs reach the formian city, theyll have no trouble getting
inside. The formians of this city, patterns of green on yellow mottled on their skins,
are friendly and open to visitors. Theyve never dealt with attacks on their city (with
the exception of the dragon), and theyre willing to meet with outsiders.

+ 26 +
i
I
,
k
Heres where the PCs have to be inventive. The formi-
ans grant the PCs access to the upper city, but are loath to
let them in the undercity. The PCs have to sneak in, con-
vince the formians that its necessary to see the queen, or
find some other method to achieve their mission. One way
, or another, the PCs are sure to let drop that they know
something ahout the dragons egg.
From talking to nearly any formian, the PCs can dis-
cover that the formians have stolen the egg in retaliation
1 for past damages: They explain that the great winged
beast deliberately sat upon one of their great underground
I cities, destroying large sections and crnshing a valued
queen egg. To avenge their lost potential queen, the formi-
ans followed the dragon back to her lair and stole her egg.
They havent decided yet whether to smash the egg in
revenge or to hold the baby dragon hostage when it hatches.
Some of them even believe they can train the young dragon
as a sort of pet and powerful defender (the ant-centaurs are
, truly unaware of the extent of a dragons power and strength
of personality). Theyre not foolish, however: theyve got the
egg well guarded, and they wont let it go without a struggle
or some sort of restitution. The PCs have to decide which
tack to take - whether theyre going to try to sneak the egg
out, arrange for negotiation, or leave the two factions to
battle it out. The formians seem more inclined toward com-
bat than letting their prize slip through their fingers (again,
theyre largely oblivious to the fact that the elder dragon
could destroy their city with a few well-placed blasts with
her breath weapon). If this is explained to them, theyll con-
sider taking a term of service from the dragon or half the
dragons hoard in payment for their suffering.

3. NEGOTIATION. The best of all possible courses has the PCs


negotiating a settlement between the two camps. The formi-
ans are willing to meet with the dragon outside the city, in a
location of their choosing. The PCs are to serve as modera-
tors for the two sides, both to keep the dragon from fly-
ing into a rage and to keep the formians from swarming
her in anger. Itll be a tough negotiation, as the dragon
demands her egg back, while the formians refuse to con-
sider these demands without compensation for the lost 4.
queen. Both parties agree that the situation as it stands is adventure, they may have made some powerful friends or
intolerable (both being lawful and good creatures], and that some vicious enemies. If they play their cards right, they
while negotiation is an excellent tactic, theres only so can be recognized as excellent mediators by both sides,
much a reasonable being can stand. They set a time limit of wholl be happy to recommend the PCs for additional crises
one rotation of the Orb of Day and Night. as they develop. The dragon, of course, can be both an
The bargaining lasts until well into the night. The PCs intelligent and powerful ally, and shes been in Arcadia long
have to make Charisma and Wisdom checks every so often enough to know some of the behind-the-scenes manipula-
[when the debate stalls or one of the parties makes a particu- tions going on. The formians extend an invitation for the
lxly telling point), but the DM can reward good role-playing PCs to visit any time, and may even make them official
and convincing arguments by not requiring them to make the members of this colony.
die rolls at all. One way or another, the session ends when the On the other hand, if the PCs fail to retrieve the egf
Orb of Day and Night sweeps its arc across the assemblage, the dragon is not above sullying their names as ineffective
bringing a new day with it. If no settlement has been reached, bumblers. If the PCs stole the egg (that is, took it from the
the dragon turns to the PCs, politely thanks them for their formians without their permission), the formians revile
efforts, and pivots back to attack the formians. The formians them far and wide as abusers of hospitality. Only if the PCS
respond, throwing themselves whole-heartedly into the baffle. take the moderate middle course of negotiation can the
At this point, the best the PCs can do is get out of the way. come out ahead.
CHASE

est he careful, or had better have some high-ups


s adventure involves one whos got nothing hut
her native wits to keep her alive. Shes an Anarchist who goes by the name of N i n a
Startread (P1/ P humanlT11IRevolutionary LeaguelCN). Unfortunately, shes allowed
NUMBER OF PCs: her path to cross that of the PCs, and theyre now hot on her heels. Still, shes gc
One or more.
PCS.
LEVELS:Medium (5-9).
PCS PRI : Any.
FACTIONS: ine
best left to the DM: Perhaps the thief has stolen something from the PCs, or the PC
Harmonium and have been set on her trail hy other interested parties in Sigil. Whether theyre is doing
the Anarchists both this for personal reasons or because theyve been hired to do it, theyre on her @ail.In
an extended scenario, the PCs might search for the thief s identity for weeks o
have a stake in this months before they find her. Despite any other information they discover, thy
adventure. should not learn shes an Anarchist.
Regardless of the situation, they find themselves chasing her through the street
SYNOPSIS:The PCs of Sigil, though its not necessarily a high speed chase. She knows shes being pur
pursue a thief - sued, and the PCs know shes the target of their pursuit. Shes surreptitiously puttin]
on Harmonium insignia as she moves, and shes leading the PCs straight to Harmo
and supposed nium headquarters! Ninas been masquerading as a Harmonium member for a fev
Harmonium months, finding it a perfect cover for her larceny: after all, whos going to believ
that one of the Hardheads is deliberately breaking the law?
member - through As she reaches the door, she calls hack to the PCs, See you in Arcadia! Natu
rally, its not the smartest thing in the world to announce where a wanted body:
Arcadia, only to going, hut shes confident the PCs cant get to her there - considering that theyl
find that the probably have to go through a contingent of Harmonium guards to get to her. Sh,
plans to get to Melodia and lie low for a while, at least until the PCs get off her hack
Harmonium Shes so confident in her plans that she doesnt even tell the Harmoniun
takes care of guards that the PCs are chasing her: she figures theyll drop the trail onct
they see where shes gone.
The Harmonium guards wont believe that the charming younj
woman who just came through is a criminal, and they wont lift a finge
to stop her. Arguing with the guards is futile: theyve seen Alina comi
and go from Harmonium headquarters several times, and shes beel
nothing hut a perfect guest. Should the PCs persist with their accusation;
to the point of annoying the guards, they may he arrested for disturhinl
the peace or false allegations or any number of other offenses thl
Hardheads can devise.
If the PCs just say that they intend to travel to Arcadia through one o
the Harmoniums portals without mentioning the thief, theyre questione(
about their intentions and purpose in visiting the plane, but are eventuall:
granted access to the gate. (As much as the Harmonium would like to completel:
restrict access to Arcadia, the faction knows itd never get away with it.) If the PC:
decide to avoid Harmonium entanglements, a little digging can get them the locatioi
of another gate to Arcadia from Sigil.
Regardless of how the PCs get to Arcadia, they wind up in Ahellio, near thl
realm of Marduk. Obviously, its going to he nearly impossible to pick up a trail 01
an infinite plain, hut fortunately it turns out to be fairly easy here - planar traveler
(or Marduk kindari) the PCs run across mention that a single Harmonium womai
matching Ninas description passed their way not too long ago . . . mayhe an hour o
two if the PCs followed her immediately. Shes headed straight for the border betweel
the layers, to the Harmonium checkpoint.
i A K C A P I A N ADVWN URaS
2. AT THE GATE.Of course the Harmoniums not going to itself. If the PCs spread some jink around, they can learn of
want to let the PCs through to the second layer. Once the a tunnel not too far away - unfortunately, its an ill-fated
PCs amve at the checkpoint they discover this themselves. one (at least according to the PCs source), so its a chancy
The guards (Pl/var/F4-8/Harmonium/LG or LN) are deadly bet at best.
serious about repelling invaders. Only Harmonium members
and Arcadian petitioners are allowed through. The guards 3. INTO THE TUNNELS. If the PCs take the chance and head
freely admit that Alina came through, that shes headed for through the tunnels, theyll blunder about for a bit before
Melodia, and that theyre not going to let the PCs follow. encountering the guardians of thii particular passage - two
Theyll let Harmonium members through if theyve got a buseni. The buseni take the forms of an upright human and
good reason to visit Melodia, but not even a voucher for the an extremely large snail (though its much, much faster
other members of the party gets those berks through. than the average snail). Its the snail who does the telepathic
Therere enough guards here to make fighting them an invi- communicating, though in typical buseni fashion, it allows
tation to suicide. the PCs to make the first move toward contact.
As the PCs leave, one of the guards calls after them, If the PCs attack, the buseni wade in gladly. Theyre
Maybe you oughtta try the tunnels! This is greeted by designed to protect Buxenus from invasion, not negotiate,
laughter from the other guards. so theyre just as happy to fight. However, theyre willing to
If the PCs do any research at all, theyll discover that listen to reason, and carefully consider any explanations the
secret tunnels link the layers, but these tunnels are guarded PCs offer. Here, the PCs get better results if theyre imthful;
by fearsome creatures seemingly built from the darkness the buseni are outraged that the thief would be allowed to
pass through freely while those pursuing law and goodness
are stopped. If convinced that the PCs have a valid reason to
reach Buxenus, the buseni let them pass withouF regard to
alignment - providing none of the partys evil.

4. FINDING THE THIEF. Once the) reach


Buxenus, its not much of a trip to
Melodia, the city of the Harmo-
nium. Unless they disguise them-
selves, the Pcre noi going to be too.
welcome in the city. Still, they can
arrange a meeting with Killeen Caine
(P1/6 half-elf/Wl S/Harmonium/LN),
a high-up of the Harmonium, or
find someone who can con-
nect them with him, though
this takes some time.
Caine considers the evidence
the PCs k.----.t veIy carefully, listens to their requests,
and denies all of them. Lost in thought, he returns to the
Harmoniums headquarters in Melodia, and sends out an
answer, of sorts, later that day. Ninas body is sent out to
the PCs, with all the stolen possessions still on it. The Har-
monium escort with the body warns the PCs to say nothing
of this matter, for to besmirch the name of the Harmonium
is tantamount to declaring war on the faction. With this
warning delivered, the city of Melodia closes itself to the
PCS.

5. EPILOGUE. What happens after this adventure is over is

r
entirely dependent on the actions of the PCs. The Anarchists
arent going to take kindly to one of their members being
hunted down, while the Harmonium isnt going to want it
known that they were so thoroughly befuddled by an infil-
trator. In addition, if the PCs capture Alina without estah-
lishing her guilt, the Harmoniums going to he looking to
get her back. Both factions will probably want to silence the
PCs in one way or another, whether through bribes, threats,

....-1
has slipped over to Mechanus because of the interference of the Harmonium. The sec-
OF PCS: ondaly facto1 of the Harmonium, Killeen Caine, is planning a new expedition to take
back Nemausus. His methods include using the reconditioned creatures of the train-
ing camps to storm the layer.
Well, therere people whove noticed the layers absence, or at least the strange-
ness involved in the planar shift. An agent from the PCs faction has gone to investi-

will probably be
mnct influential.
s: The factols, delivered as extraordinarily urgent. At the designated meeting place, their
Harmonium is most contact (a high-up in the faction) informs them of her agents mission and suhse-
quent condition. She asks the PCs to investigate exactly what it was that drove her
involved with this agent to this condition.
The agent should be a character with whom the party is moderately familiar.
adventure; every This bashers a jolly fellow, with a chaotic streak a mile wide - or at least he was.
other faction would When the PCs come to see him, hes much more subdued, his emotions in severe
check In fact, his once-rumpled and stained clothes have been replaced by a modest
love to get a hold gray, and hes become impeccably groomed.
of this kind of The dark of the matter is that hes been conditioned by the Harmoniums camps,
taught to repress anything that doesnt promote law. When he got the chance he
nformation. escaped - hut now hes far more lawful. Still, his chaotic side breaks through occa-
LII ,.OPSIS: The PCs, sionally, and in far more intensity than it ever did before. The poor berks become
unhinged. While hes in his lawful mode, hell try to pretend nothings wrong, as he
doing a favor for a appreciates learning to control himself. When his chaotic side breaks through, hell
friend or employer, try to relate everything he can, hut his informations more jumbled than not. When
the PCs leave, they should have only the vague idea that theres something that suh-
discover that the dues chaos hidden away on Arcadias third layer.
third layer of 2. TRAVEL. The only way to discover the dark of it is to go and find it out. The PCs
Arcadias gone travel to Arcadia, seeking out the passage through the first layer to the second. Here
they encounter Arcadian einheriar patrols, huseni, formians, and whatever other con-
missing. frontations the DM has up his or her sleeve. None of these are necessarily important
until the party reaches Buxenus. Once they reach the second layer, theyre going to
begin looking for the gate to the third layer, or theyre going to question the natives
about the chaos destroyer in Nemausus. Theyre also going to avoid the constant
Harmonium patrols who sweep the layer for unauthorized herks.
Nobody has the faintest idea what the PCs are asking about. If the party thinks
to use magic to see if the locals are lying, the answers still negative. However, the
petitioners of Azuth and Heliopolis can point out the way to the third, if the PCsre
still interested in going there. As another option, the PCs may encounter a proxy of
Meriadar, who realizes their purpose here and decides to show them the way.

3. TRAINING. On the way to the gate to Nemausus, the PCs run across one of the Har-
moniums training camps. The camp, laced around with metal walls, has the Harmo-
niums symbol engraved into the gate; a watchtower rises above the grounds, with
guards keeping a keen eye both on the inmates and those who would travel here.
The PCs can stop off to investigate, if they so desire. They probably will, consid-
ering that inside are the sounds of hundreds of different creatures howling, scream-
ing, or making any number of different noises. If the party looks over the walls,
theyll see chaotic creatures being forced into artificial routines - eating, drinking,

. .
^^
and sleeping in a pattern determined by their Harmonium war on any group that spread the information around. She
guards. Any being demonstrating chaos is gently remon- tells the PCs that theyll be rewarded for their efforts, but
strated. Some creatures are more incorrigible than others, that they should never let it be known that the Harmonium
and thus require a heavy heating to teach them the error of is apparently responsible for losing an entire layer of the
, their ways. plane - unless theyre keen on having the Harmonium
It seems unnatural to see wood elves formed into hound them to the edges of eternity.
ranks, or gibberlings standing in neat lines, or gremlins This gives the PCs some insight into faction politics, if
drilling like an army. The entire camp, to the PCs eyes, they didnt have it already. It also demonstrates to the PCs
should feel like a perversion of the natural order, with the that information is a viable and necessary part of the poli-
instincts of creatures repressed and restrained to fit more tics of Sigil. With these facts, the PCs should realize theyve
perfectly the vision of the architect of the camp. got a powerful - if extremely dangerous - bargaining chip
No matter what precautions the PCs take, their pres- with the Harmonium, one the Harmonium will do nearly
ence is noted hy the Harmonium guards (Pl/var/FS-l2/Har- anything to eradicate. And other factions, if they get wind
moninmlLN). The more precautions the PCs take, the longer of this, will do nearly anything to learn the full dark of
it takes them to he noticed; hut they will eventually be what the PCs have discovered.
found. And when they are, a group of the Harmonium
guardsll give chase. If the characters are thinking of stop- 5. EPILOGUE. Depending on how the PCs handled it, the Har-
ping to fight, remind them that killing these guards may moniums either going to owe them a tremendous debt or is
very well bring down the wrath of the entire faction on the regard them as mortal enemies. However, if they play their
partys collective head. cards right, the Harmonium cant do anything to them with-
Conveniently, the guards chase dlives the PCs to the out completely tipping its hand and revealing itself as a
gate to the third layer. Its recognizable for what it is group of leatherheads who lost a whole layer to another
(another plinth, though if the PCs stop to examine it theyll plane. Of course, any dealings the PCs ever have with the
notice gearlike shapes embedded in it), and the PCs are well Harmonium in the future will be tense, hut the high-ups
. .
aware of the moment they pass through the gate -just as may (eventually) recognize the dedication
theyre well aware when they amve on the other side that and abilities of the PCs, and might even
theyre not in Arcadia any more. try to recruit them - if for no other
reason than to keep them silent.
4. REALIZATION.It might give the party pause to realize that
the third layer of Arcadias no longer in Arcadia - its in
Mechanus. And standing nearby is another Harmonium-
inscribed palisade, its doors burst asunder. If the PCs go
inside, theyll find a Harmonium overseer whos gone com-
pletely over the edge (PI/ 0 buman/W8/Harmonium/LN).
Shes regimenting nonexistent chaotics, and shell do her
level best to impress the PCs into her chaos-removal pro-
gram.
If the PCs dont go inside, they can escape through
the Labyrinthine Portal, easily losing
the Harmonium guards who fol-
lowed them. When the party
goes to report its findings,
their contact tells them to
keep quiet about what
theyve found, as the
Harmonium would
immediately declare

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