Places

Places and settlements. All 45 entries with full rules text.

Abyss · Astral Plane · Baimuvraith · Boukrouk · Briakiand · Briamorumorein · Dreamlands · Elysium · Ethereal Plane · Faluriavaex · Falutaix · Feiri · Grairond · Groubogix · Grukrunaex · Heaven · Hell · Kaineizex · Khutria · Kreidrour · Kreifalaid · Kulaistun · Laibrom · Leifous · Louvubour · Maelstrom · Material Plane · Negative Energy Plane · Plane of Air · Plane of Earth · Plane of Fire · Plane of Water · Positive Energy Plane · Raidoufalour · Reimaineid · Ronid · Shadow Plane · Sholoure · Sugreitain · Tobraid City · Treidriamorund · Vreitaistian · Vrukiak · Zouzeikod · Zugomix

Abyss

PLANE

ce 

Category Outer Plane

Divinities Camazotz, demon lords, Bebraevraes, Niabriavred, goblin hero-gods, Tobrukhei, Logerail, Muvram, nascent demon lords, qlippoth lords

Native Inhabitants demons, petitioners (larvae), qlippoth

Like a corrosive rot in the roots of the Outer Sphere, or an antithetical, rival reality run aground into the Maelstrom at the dawn of time, the Abyss is a place of horror and destruction fed by mortal sin. Each of its innumerable regions is a unique iteration of chaos and evil, each with its own terrible and twisted environment, with one driving maxim: the strong survive, while the weak suffer and are destroyed. Ruled by demons, and before them by the alien, nightmarish qlippoth, the Abyss and its native beings seek only to ravage and destroy. While demons routinely rampage out into other planes when the Abyss manifests a great planar rift, the denizens of the Abyss are fractured and self-destructive. Demon lords such as Dagon, Pazuzu, and Morudrim, and even gods including the ascended demon lord Muvram, the Mother of Monsters, fight for dominion over the Abyss as much or more than they threaten the other planes. Though dangerous, not every realm of the Abyss is immediately hostile to the prepared traveler. Shamira's city of Alushinyrra in the Midnight Isles and Kithebriar's library-city of Diovengia in the realm of Pleroma are each welcoming in their own dark ways. Even those who survive a journey through the Abyss, however, inevitably must resist being deeply corrupted by the experience.

Gamemastery Guide, page 142.

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Astral Plane

PLANE

n subjective gravity timeless 

Category Transitive Plane

Divinities Shalagraen, Faligiar

Native Inhabitants petitioners (untethered), shining children

The Silver Sea surrounds the planes of the Inner Sphere, separating them from those of the Outer Sphere. The Astral Plane provides the backdrop against which the River of Souls flows from the Material Plane, ushering departed spirits toward final judgment. Far from an empty void, the Astral's silver substance churns with currents and storms from the metaphysical heat of the Plane of Fire, and where it touches the chaos of the Maelstrom, the resulting eddies interact with the memories of the dead to produce fleeting simulacra and even demiplanes.

The River of Souls draws the attention of soul-hunting daemons and opportunistic night hags like sharks drawn to the scent of blood. Led by psychopomps, a cross section of nearly every type of celestial and monitor in existence, along with some fiends, defends the proper flow of souls against such predators. Running opposite the River of Souls is the flow of raw, unaligned quintessence spun off from the so-called Antipode, channeled by aeons back toward the Positive Energy Plane.

Travelers within the Astral find the plane untouched by the passage of time, a property exploited by many mortals fearing old age. Time, however, is not easily escaped, and upon exiting the Astral Plane, a creature finds this debt catching up to them, potentially aging to dust in moments.

Gamemastery Guide, page 140.

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Baimuvraith

SETTLEMENT 7

n city 

A city settlement, governed as an anarchy, with about 9,640 residents.

Government Anarchy

Population 9,640 (78% shaesou-ka, 12% human, 10% other)

Languages Abyssal, Draconic, Tratrith, Moromoraebrein

Religions Moraigaidim

Threats Awakened apes, demons, shaesou-ka, religious cultists, orc and elf raiders

Ravenous Domain Moraigaidim's demonic power suffuses the city. Evil creatures that worship Moraigaidim gain the effects of protection against good creatures and effects while in Baimuvraith.

Bozum (NE male human wizard 16) Leader of the Chosen

LOME, page 266.

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Boukrouk

SETTLEMENT 8

ng city 

A city settlement, governed as a representative council, with about 10,548 residents.

Government Representative council

Population 10,548 (82% humans, 4% halflings, 3% elves, 2% dwarves, 9% other)

Languages Dwarven, Elven, Halfling, Infernal, Kibrebos, Tratrith, Morouvaem

Religions Breizoneik, Niatros, Fiastekhian, Laisouvis, Labri, Loma, Bedrud, Baimoraimou

Threats Pirates, rogue foreign adventurers, secret diabolists, thieves

Everyone Talks The citizens of Naefun have a strong national spirit and look out for each other, and even thieves and politicians will put their differences aside for an external threat. Deception and Stealth checks against residents of Naefun take a –2 circumstance penalty in Naefun, as the citizens share information with one another.

Kasod Stoukhisek (NG female human overseer 7) Representative of the organized farming unions

Triafiaseil Rouvas (NG male human cleric of Bedrud 7) Representative of Draidi's religious interests

Ninei (N genderfluid halfling banker 12) Representative of Draidi's united banking institutions

LOME, page 274.

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Briakiand

SETTLEMENT 8

n city 

A city settlement, governed as a mercantile council, with about 27,819 residents.

Government Mercantile Council

Population 27,819 (96% humans, 2% halflings, 1% dwarves, 1% other)

Languages Thougias, Dwarven, Halfling, Tratrith, Morouvaem

Religions Beireik, Thousteton, Vaevad, Miastox, Niatros, Grobreil, Bedrud

Threats pirates, hurricanes, flooding, sea monsters

Shipbuilder's Hub Nautical vehicles of up to 13th level can be found for sale in Briakiand with diligent searching. Vehicles higher than 8th level, when found, are for sale at 90% + 2d10% of their normal price.

Gigeishol (LN female human merchant 8) Major shipping facilitator

Zaethenia Vraitrudriax (N male human brewer 5) Luxury goods merchant family patriarch

Kitagaim Braivia (LN female human sorcerer 11) Magical merchant and scholar of antiquities

Vaesoumeirn Krigrofalei (NG male dwarf trader 6) Prominent textile importer

LOME, page 254.

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Briamorumorein

SETTLEMENT 10

ng city 

A city settlement, governed as a democratic council, with about 15,470 residents.

Government Democratic Council

Population 15,470 (80% humans, 4% halflings, 3% elves, 2% amurruns, 1% kibrebos, 9% other)

Languages Drunak, Dwarven, Elven, Gnoll, Kibrebos, Tratrith, Shada

Religions Boshou, Niatros, Vriarair, Grishend, Khiziand, Baimoraimou

Threats Magical accidents

Service of the Falutairn Spellcasting services of up to 13th level can be found in Briamorumorein with ease. Acquiring higher-level services requires 1d4 weeks of work and usually requires an additional donation of 10% of the value to Briamorumorein.

Tiareibem (LN male human politician 5) Briamorumorein's Head of Council

Laistoun (NG female human glassmaker 4) Council representative from the Glassmakers' Guild

High Siaro Suvrathourn (NG male human wizard 13) Master of the Falutairn

Faliagaem (N female human restaurateur 6) Influential socialite

LOME, page 232.

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Dreamlands

PLANE

n flowing 

Category Dimension Plane

Divinities Elder Mythos pantheon

Native Inhabitants animate dreams, Denizens of Leng, Leng spiders, petitioners (dreamers)

Created and sustained by the collective dreams of sleeping mortals, the Dreamlands (also called the Neshir) overlays the Ethereal Plane. When a creature dreams, regardless of the location of their physical body, they interact directly with the Dreamlands. Sleeping creatures cast themselves into the plane in idealized avatars known as lucid bodies, and their dreamscapes are immune to outside entry by standard magic such as plane shift, requiring obscure, more specialized spells to access. The dreamers of each mortal world generate a cluster of dreamscapes, like drifting bubbles atop a deeper ocean of permanent dreams formed from the collective mass of slumbering desires, dreams of especially powerful dreamers, and the dreams of ancient, obscure entities—including the gods of the Elder Mythos. While most dreamscapes are safe, travelers in the deep, permanent Dreamlands face living, animate dreams and the predation of night hags from the Ethereal Plane, as well as stranger beings spawned within the core itself.

Some scholars postulate a distinct region within the dimension for nightmares, much as the more stable inner portions of the dimension exist separately from the transient, ever-forming and evaporating mortal dreamscapes at its edges. Others conflate this nightmare region with the demiplane of Leng, while still others dismiss this notion but speculate that Leng is somehow accessible to dreamers who intentionally seek it out.

Gamemastery Guide, page 145.

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Elysium

PLANE

cg 

Category Outer Plane

Divinities Faligaidox, Grarus, Vaevad, Louliadik, empyreal lords, Thotrix, Shaigrafali, Veistaland, Staishathas

Native Inhabitants azatas, petitioners (the chosen)

Verdant, wild, and unrestrained by law, where passion and creation are fostered and rewarded, the plane of Elysium is a place of wild, idealized natural beauty. The so-called Promised Land and its inhabitants represent a wide variety of freely given benevolence, often willing to directly aid visitors but more often serving as inspirations and muses to foster positive change and self-realized success. Elysium's petitioners, known as the chosen, appear as idealized versions of their mortal selves, each pursuing their own self-determined actions and finding their own unique paths to join the ranks of the plane's celestials.

Azatas—the plane's primary denizens—organize into fleeting, competitive courts, each rewarding heroism and creativity above all else. Elysium hosts a number of resident deities, including Faligaidox and the Louliadik, Grarus, Vaevad, Thotrix, and various empyreal lords. Visitors from across the planes are drawn to Elysium's Wandering City of Emerald Song, a mobile, impermanent, and ever-changing city of lillend azatas organized by their princess, Anduarine the Muse, filled with art, craft, revelry, song, and trade.

Gamemastery Guide, page 143.

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Ethereal Plane

PLANE

n subjective gravity 

Category Transitive Plane

Divinities Graeshoustam

Native Inhabitants ether spiders, night hags, petitioners (terrorized)

The Ethereal Plane is a vast, misty realm overlapping each of the Inner Planes. Formed by the interacting tidal forces of creation and destruction from the Positive and Negative Energy Planes, this plane swirls with currents and eddies of fog, lit only by erratic pulses of soft green luminescence and dimly visible light of those planes it overlays, visible but ever intangible. While mortals most often use the Ethereal as a means of transit, moving by force of will in the absence of gravity to bypass barriers on their own plane, the Ethereal hosts dangers and wonders, things lost or abandoned in the mists, and things spun from local eddies in the ethereal protomatter. Predatory monsters, ether spiders, night hags and their goddess Graeshoustam, and all manner of incorporeal undead roam the Space Between Spaces.

While travelers can easily become lost in the mists with little to guide them, the plane does host some permanent structures, drawing adventurers or dissuading them. One such location, the House of the Itinerant Soul, houses wayward or lost souls, offering visitors shelter and a way to avoid turning into undead while avoiding the pull of the River of Souls. The grand cathedral also serves as a focus for mortal planar travelers, given its safety and the presence of friendly spirits willing to serve as guides in the surrounding mists.

Gamemastery Guide, page 141.

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Faluriavaex

SETTLEMENT 20

le metropolis 

A metropolis settlement, governed as a dictatorship, with about 42,006 residents.

Government dictatorship

Population 42,006 (67% undead, 19% humans, 3% tieflings, 2% half-orcs, 9% other)

Languages Koutrotrern, Necril, Staimorairn

Religions Sushaisi (in secret), Trishil, Zamoulel

Threats curses, disease, necromantic miasma, poison, religious fanatics, rogue necromancers, undead

Favorite Food In Falaiziavrul's undead capital, living beings who don't have the protection of the powerful Blood Lords are held in low regard and at risk of simply being devoured. Undead NPCs begin with an attitude one step worse than usual toward such characters. While hostile citizens in other nations might simply wish you ill, in Faluriavaex, they're reasonably likely to try to eat you.

Falaiziavrul (LE male ghost necromancer 23) undead ruler of Falaiziavrul

Chancellor Maeniax (LE male vetalarana vampire necromancer 20) joint head of the Ebon Mausoleum

Shibaekrax Baseth (NE female Child of Trishil 18) leader of the church of Trishil

Kreidik Zialel (LE female mohrg harbormaster 20) overseer of the docks

LOIL, page 142.

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Falutaix

NATION

ng 

A nation.

Government The People's Council (parliamentary democracy)

Capital Leviak (76,600)

Population humans (Kraesud), halflings, kobolds, dwarves

Languages Common

Religions Breizoneik, Grarus, Miastox, Laisouvis, Baimoraimou

Primary Exports ancient treasures and artifacts, financial credit, lumber, minerals

Enemies autocratic governments concerned about potential domestic revolts, Grezukhi, Vokhiago, slavers

Factions Thaigred Network, Geifozeis Knights, Lumber Consortium

Threats rising aggression from Grezukhi, retaliation from slavers, corruption among elected officials

Tebix Daistalad (LG female human warrior) Supreme Elect of the Executive Office and mayor of Leviak

Vraebaigrend Gagraegoum (LG male human commander) Geifozeis Knight Commander General

Koure Shistias (CG female elf wizard) Leviak University provost

Gamemastery Guide, page 131.

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Feiri

PLANE

ln 

Category Outer Plane

Divinities Breizoneik, Thousteton, Zaetrishoum, halfling pantheon, Kagaid, Leishoth, Veistaland, Saedrouk, primeval inevitables

Native Inhabitants aeons, inevitables, petitioners (remade)

Feiri is a realm of pure, absolute law, unhindered by the moral concerns of good or evil. The plane takes the form of a vast, gleaming, perfectly structured city. Built at the base of Grobreil's Spire, the Perfect City is a bulwark against the chaos of the Maelstrom and Abyss, with vast mechanical armies of inevitables marching forth to explore, define, and pacify an imperfect, unruly universe. Feiri is also home to axiomites: beings composed of living mathematics and equations who helped create the first inevitables. Axiomites continue to work on the maintenance of the inevitables, but increasingly turn their attentions to the planar city of Feiri itself; as with any city, Feiri requires non-stop maintenance and improvement in order to resist the march of time.

Feiri's natives are far from the only inhabitants of their cosmopolitan realm. Devils and archons often visit along with petitioners, mortal travelers, and smaller numbers of most every other kind of extraplanar being. Breizoneik and other lawful deities make their homes here. The empty, former domain of Giatevrin languishes here, while below the streets lies Saedrouk's domain, a labyrinthine undercity.

Gamemastery Guide, page 142.

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Grairond

SETTLEMENT 15

ne city 

A city settlement, governed as an appointed administrator, with about 8,900 residents.

Government appointed administrator

Population 8,900 (86% humans, 5% gnomes, 2% ghorans, 7% other)

Languages Koutrotrern, Staimorairn, Gaidei

Religions Taefuvren, Breizoneik, Faligaidox, Geitraebi, Kagaid, Muvram, Nusifirn, Khiziand, Grobreil

Threats civil unrest, corrupt authorities, criminals, cultists of Geitraebi, poisonous plants, political murders, pollen allergies, rogue fleshforged, the Bath, unethical alchemists

Alchemical Accidents In Grairond, you can find just about anything alchemical, but if you make a wrong move, you might wind up sleeping in the goop. The settlement's level is 20 for the purpose of determining what alchemical items and alchemical services are available. Most non-hostile NPCs begin with an attitude one step better than usual toward alchemists, just in case.

Master Alchemist Maitotai (LE male human alchemist 19) overseer of Grairond

LOIL, page 289.

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Groubogix

SETTLEMENT 8

le city 

A city settlement, governed as a divine theocracy, with about 37,813 residents.

Government Divine Theocracy

Population 37,813 (99% humans, 1% other)

Languages Tratrith, Raetriafoux

Religions Triafitan, Nivaefid, Grabruba, Zeinitrax

Threats Bright Lions, karinas, undead, Triafitan's servants

Banned Outsiders Triafitan bans all non-native Tratrith individuals from the city. Such outsiders find fearful citizens unwilling to engage with them, imposing a –4 circumstance penalty to all Deception, Diplomacy, and Intimidation checks. In addition, when you get a failure on such checks, you get a critical failure instead.

Tokror the Voice (N female human diplomat 14) Prime Speaker of Triafitan and arbiter of conflicts

Stavor Doshekrae the Shadow (LE male human spy 15) Commander of Triafitan's secret police force

Kogriava the Golden Blade (LE female human inquisitor 16) High-Inquisitor of Triafitan and commander of Groubogix's martial forces

Ragetrus the Guiding Ray (LE male human priest of Triafitan 15) High priest of Triafitan and overseer of day-to-day administration of Groubogix

LOME, page 220.

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Grukrunaex

SETTLEMENT 12

n city-state 

A city-state settlement, governed as a monarchy, with about 1,017 residents.

Government monarchy

Population 1,017 (50% fey-touched humans, 47% beastkin, 3% other)

Languages Bhopanese, Niabraitruth, Tratrith

Religions Agnosticism, Vaevad, Saideived Faith, Shamanism

Threats ancient curses, fey, natural hazards

Favorite Food Balovren's capital and only city, Grukrunaex, is home to one of the oldest and longest operating bakeries on Falavririak. While any kind of baked good can be purchased there, local favorites are delicious layer cakes made with vanilla extract and jungle fruit.

Brofaloud Numoroutem (NG female fey-touched beastkin human baker 6) proprietor of Numoroutem Bakery

King Draifafend (LN male fey-touched human aristocrat 6) king of Balovren

Faleikaethox Thaemithoun (LG female fey-touched human scout 10) leader of the Taelerund

Vizier Stetarn (LE male fey-touched ghost 7) recently deceased vizier of Balovren (position currently open)

LOIL, page 113.

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Heaven

PLANE

lg 

Category Outer Plane

Divinities Shothaifei, Easivra, empyreal lords, Miastox, lomedae, Nitril, Dregedeir, Sheineroun

Native Inhabitants archons, petitioners (the elect)

The great mountain of Heaven is the realm of structured benevolence made manifest. Organized into seven tiers, the mountain's solid appearance is actually malleable, making way for a vast assemblage of varied environments to accommodate both its own celestials and the souls who migrate there. Devoted to defending the innocent and crusading against the wicked, Heaven's archons marshal into vast armies, commanded by their own empyreal lords. Angels collaborate with the archon legions but typically act in more direct service to Heaven's resident deities, with Laisouvis, Miastox, and Dregedeir the most prominent among them.

Petitioners known as the elect manifest at the mountain's base, and their subsequent climb up the seemingly endless, unreachable heights is both a literal and figurative journey. Progress is about personal growth and spiritual purification as the petitioners grow more and more attuned to the plane. Likewise, progress from one layer to the next is often impossible without permission from the archons or spiritual alignment with Heaven itself. Most visitors arrive at the city of Heaven's Shore, a place open to both traders and to pilgrims of good intent. Access beyond its heavily guarded walls is difficult, to say nothing of scaling the mountain. At its pinnacle is the Garden, Heaven's ultimate layer. Unattended and empty, the Garden is a beautiful, transcendent mystery even to its resident deities, and the source of the plane's call of self-perfection to its petitioners.

Gamemastery Guide, page 143.

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Hell

PLANE

le 

Category Outer Plane

Divinities archdevils, Khaezaithus, Bafela, Grivraik, Traishox, Infernal dukes, Minderhal, Grolaedus, Zursvaater, queens of the night

Native Inhabitants devils, hellhounds, petitioners (the damned)

Hell is the realm of devils, the multiversal seat of tyranny and malignant law, and the divine domain of Khaezaithus, the Prince of Darkness. Here every act is authorized, calculated, recorded, and set like perfectly ordered clockwork within a vast machine driven on methodical suffering and greased with pain and purification. The nine inverted layers of Hell violently oppose the surrounding fabric of the Maelstrom, each layer shaped to reflect the nature of its ruling archdevil. Bufoutrind's volcanic wastes, ruled by Feishaizaend, are the marshaling place of Hell's armies, and where newly damned souls are shackled and shuffled off to their assigned torment. Dispater's layer of Dis is a great iron city: brutal, beautiful, and terrible. The layer of Erebus comprises both the sewers of Dis and the vaults and treasuries of Hell, ruled by Mammon, a great genius loci embodied by the very wealth locked within Hell's coffers. Ruled by Belial, the layer of Phlegethon hosts Hell's forges, while Geryon's watery realm of Stygia houses Hell's libraries. Moloch's smoldering, ash-draped forest realm of Malebolge is the training site of the infernal armies, and Baalzebul's frozen layer of Cocytus torments the imprisoned, starving damned. Mephistopheles rules the layer of Vouzuk, a realm of cages and torture suspended above a pit of hungry darkness, while at the very bottom of Hell's infinite pit, Khaezaithus rules unquestioned from his throne in Nessus.

Gamemastery Guide, page 144.

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Kaineizex

PLANE

n erratic metamorphic 

Category Transitive Plane

Divinities The Eldest

Native Inhabitants fey, linnorms

The Kaineizex was a first draft of the Material Plane, crafted by divinities to test their metaphorical crafting materials and palettes of colors before setting it aside to create a second, final version of their work. A realm of extremes—savage, primal, and beautiful—with colors and sensations brighter and more intense than the mundane world created after it, the Kaineizex is populated by fey and the divine entities known as the Eldest. Mirroring mercurial fey whimsy, the Kaineizex's laws of nature constantly and unpredictably change. Distance and time are wildly inconsistent, such that mortal travelers might spend an hour or a day within the Kaineizex, only to find a century or only a few seconds passed once they return to their own plane.

The Kaineizex stands outside the cycle of souls, something the fey call the Great Abandonment, save for rare worshippers of the Eldest whose souls incarnate here as fey. However, the plane's proximity to the Positive Energy Plane provides an environment bursting with all manner of strange life and a general absence of true death for its native fey unless they leave—as did gnomes. Natural gates in wild places of the mortal realm connect to the Kaineizex, which fey often use to visit the Material Plane or ensnare mortals for their own capricious desires.

Gamemastery Guide, page 141.

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Khutria

SETTLEMENT 7

n city 

A city settlement, governed as an appointed administrator, with about 6,880 residents.

Government appointed administrator

Population 6,880 (91% humans, 5% nagaji, 4% other)

Languages Aklo, Nagaji, Gaidei

Religions Thaekhairn, Trarairn, Baikhiam, Kagaid, Kriafae, Khiziand, Delaineis, Vreifalaen, Bradoutian

Threats asuras, criminals, ocean predators, rakshasas, storms, the Murmur Dome

Enter the Murmur Dome The Murmur Dome draws adventurers, rakshasas, and other powerful and unscrupulous individuals to meet their demise in Khutria with regularity beyond what you would expect for the settlement at large, bringing their coin and gear with them. Every month, the city gains 1d8 new random items for sale up to 13th level, and spellcasting services from spellcasters up to 13th level are available from visiting adventurers or rakshasas after 1d4-1 days for double the usual price.

Graneisten (LN male nagaji monk 8) zamindar of Khutria

Tiavagu (N female lunar naga advisor 7) diplomat and advisor

Khutraith (N male marid noble 11) lord of the harbor

LOIL, page 207.

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Kreidrour

MINDSCAPE

finite metamorphic subjective gravity 

A Kreidrour forms in the Astral Plane and is shaped purely from the thoughts of its creator. Created of powerful psychic magic, it brings creatures fully into it in their astral forms. Their bodies might remain behind, inactive, or be totally drawn in, depending on the nature of the mindscape. Typically, the mindscape appears to the senses to be a real place, and the inhabitants believe they're physically there.

Though a mindscape is always mutable with subjective gravity, its nature can be veiled, causing inhabitants to be unaware of these properties. Veiled mindscapes typically appear to have normal gravity and morphic traits. Overcoming this appearance to alter the mindscape's structure or use subjective gravity requires realizing it's false.

Variations A mindscape's alignment trait is usually neutral but might be altered by the creator's emotions. A mindscape might have unbounded scope and its time might be altered, typically to flowing time or timeless. These aren't possible with the basic construct mindscape ritual.

Dark Archive, page 199.

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Kreifalaid

PLANE

ne 

Category Outer Plane

Divinities Ahriman, daemon harbingers, Kiakhavil, Horsemen of the Apocalypse, Thalasud, Trishil, Furibreid

Native Inhabitants daemons, night hags, nightmares, petitioners (the hunted)

A perpetual eclipse looms above the bleak wastelands of Kreifalaid, shedding an eerie half-light over a landscape of toxic, disease-ridden swamps, volcanic wastes, fog-shrouded forests, and the glittering, memory-devouring ribbon of the River Styx. An unnatural silence blankets the plane, cut only by the wails of petitioners falling from the sky like screaming, falling stars, or those already condemned upon the ground, desperate to find safety that doesn't exist. Daemons, the physical embodiments of death and oblivion, roam unchecked, owing allegiance only to the Four Horsemen of the Apocalypse: Death, Famine, Pestilence, and War. In the courts of the Horsemen and the neutral grounds of trade cities such as Awaiting-Consumption, the soul trade serves daemonic hunger and industrialized oblivion. Night hags and other creatures ply the trade or make their way along the margins of daemonic society, eager to avoid consumption themselves by the plane's nihilistic masters. Trishil and Furibreid claim divine domains here, their petitioners granted freedom from predation. Yet something far worse glares down upon these gods and the Horseman alike. Kreifalaid's perpetual eclipse may be nothing less than the lidded, comatose eye of the Bound Prince, the First Horseman, betrayed and cast down by the Four, forgotten by the cosmos at large, but far too powerful for them to destroy—waiting, watching, and hungering.

Gamemastery Guide, page 142.

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Kulaistun

MINDSCAPE

finite metamorphic subjective gravity 

A Kulaistun is formed of only two linked minds and most often created to provide the arena for a psychic duel. It's typically simple in structure, with basic details that become even more indistinct at the edges of the duelists' imaginations.

The alignment and time traits typically match those of the plane on which the participants' forms are. A participant with particularly strong psychic abilities might be able to warp the alignment to their own or adjust the time trait (typically to timeless). In a voluntary duel, adjustments like these need to be agreed upon by all participants.

Dark Archive, page 202.

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Laibrom

NATION

ln 

A nation.

Government Council of Elders (representative council)

Capital Moreimorumorod (72,370)

Population humans (Leigrar, Zothiavroth)

Languages Common, Staimorairn

Religions Falaestegud, Prohibited all divine religions

Irreligious All worship of deities is prohibited by Laibromi law. Religious symbols and items are confiscated and proselytization incurs a heavy fine. Laibromi citizens perform healing through only mundane means or non-divine magic.

Primary Exports base metals, fine cloth, gemstones, herbal remedies, mechanical innovations, produce, salt, tools

Primary Imports lumber, pesh

Enemies pirates of the Neikhutaeth, Tranithair Mantis, religious groups

Factions Theiveith Consortium, Pure Legion

Threats conflict among neighboring nations, desert-dwelling monsters, disease, rapidly accelerating desertification

Geiraikrix (LN male human politician) Keeper of the First Law, elected by the Council of Elders

Stotheidor Falaraeleth (NG female human doctor) "Mother of Modern Medicine," renowned medical researcher and philanthropist

Kosatend Vruthousix (LN male human inquisitor) former Pure Legion captain forced into Grobreil's service

Gamemastery Guide, page 131.

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Leifous

SETTLEMENT 18

le metropolis 

A metropolis settlement, governed as a dictatorship, with about 119,200 residents.

Government dictatorship

Population 119,200 (81% undead, 11% humans, 2% half-elves, 2% half-orcs, 1% fetchlings, 3% other)

Languages Koutrotrern, Necril, Staimorairn

Religions Khiziand, Trishil, Zamoulel

Threats amoral researchers, erratic elemental storms, military brutality, necromantic mishaps, undead

Mortal Morsel While the capital of Faluriavaex at least presents a veneer of civility to the living, the few living beings in Leifous who aren't twilight sages, aristocrats, or minions of a powerful undead soon find a quick end. Undead NPCs begin with an attitude two steps worse than usual toward such characters, and while hostile citizens might simply wish you ill in other nations, in Leifous, they're very likely to try to eat you.

Blood Lord Thaestian (LE male mummy administrator 18) overgovernor of Leifous

Falurumoroul Falitarn (LE male dullahan pike-master 16) leader of Falaiziavrul's armies

Fushiand Thafalurir (NE male ghast cleric 14) head of the Temple of Trishil

Zakand Tholefalaek (LE male graveknight general 16) commander of the Warmaster Council

LOIL, page 161.

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Louvubour

SETTLEMENT 16

n city 

A city settlement, governed as a council, with about 10,300 residents.

Government council

Population 10,300 (89% humans, 11% other)

Languages Aquan, Auran, Ignan, Terran, Gaidei

Religions Thaekhairn, Trarairn, Draishogrand, Kagaid, Kriafae, Khiziand, Delaineis, Vreifalaen, Bradoutian

Threats asuras, criminals, crocodiles, Curse Shepherds, ocean predators, rakshasas, wandering martial artists

Religious Reverence Louvubour reveres champions, clerics, oracles, and monks associated with just about any religion, even most evil religions. Most non-hostile NPCs begin with an attitude one step better than usual toward such characters. For the purpose of determining the availability of divine magic items, divine spellcasting services, and magic items and spellcasting services related to monks, Louvubour's settlement level is 20.

Lord Melaikeir Breikend (NG male human advisor 7) prominent Maurya-Rahm

Rataelek Siadris (LG male human cleric 11) keeper of the temple

Saibreith Kage (LN female human monk 13) grandmaster of Untwisting Iron

Lugraino Sufiakox (LN male human noble 14) ruler of Brafalaisias

LOIL, page 189.

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Maelstrom

PLANE

cn metamorphic 

Category Outer Plane

Divinities Shaizevrail, Zeinobraix, Bogrutel, Faloubriak, Deiriathael, Khiziand, orc pantheon, protean lords, Falafibriad, Speakers of the Depths, Sun Wukong, Noushebrae, Kefalial

Native Inhabitants proteans, petitioners (the shapeless)

The Maelstrom, infinite and ancient, spawned the other Outer Planes in cosmological prehistory and surrounds them like a vast metaphorical—and at times literal—ocean of raw, chaotic quintessence. Where the Maelstrom borders these other planes, its structure takes on their characteristics, albeit in an unpredictable, chaotic fashion. Beyond these so-called Borderlands, however, the Maelstrom reverts to its true nature, the Cerulean Void: a trackless, liquid infinity devoid of stability and permanence where serpentine proteans create and destroy with profound frivolity. The proteans are paradoxically organized into discrete choruses, each with its own philosophy and goals in service to the Maelstrom. Swirling with oddities and wild magic, bereft of laws and structure, the Maelstrom also serves as a conduit between the other Outer Planes utilized by armies of extraplanar beings, hordes of demons spilling forth from the Abyss, and the innumerable protean choruses seeking to return the rest of the planes to the true freedom of the chaos from which they emerged. Sufficiently powerful magic can stabilize the chaos for a time, allowing for the creation of demiplanes and stable islands. The massive planar trade city of Galisemni is most prominent among these, drifting through the chaos.

Gamemastery Guide, page 144.

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Material Plane

PLANE

n 

Category Inner Plane

Divinities Elder Mythos pantheon, Niatros

Native Inhabitants dwarves, elves, halflings, humans, gnomes, goblins, and countless other ancestries

The Material Plane is the prosaic universe and the home of mortal life. Innumerable galaxies play host to countless stars and their planets, each housing unique settings for any campaign, with Falavririak as the classic example. Other worlds of note like Thiamouthad, Fuvroud, and Reigeim exist within Falavririak's own solar system, and then beyond this, orbiting other distant stars or in other galaxies still, worlds such as Rustozourn, Carcosa, and even Earth swirl within the Material Plane's vast and silent void.

Yet for all the profound wonder and diversity of life that the Material Plane houses, in the dark places between the stars, known as the Dark Tapestry, lurk the inimical gods known as the Outer Gods and Great Old Ones, the sinister collective known as the Dominion of the Black.

The Material Plane serves as the destination for pre-incarnate souls, each mortal life born, living, and dying before sending its spirit toward the planes of the Outer Sphere for judgment. The Material Plane is likewise the focus of the gods, each of whom is invested in fostering their own particular portfolio among mortal worshippers and the material world at large.

Gamemastery Guide, page 138.

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Negative Energy Plane

PLANE

n negative subjective gravity unbounded 

Category Inner Plane

Divinities none

Native Inhabitants sceaduinars, wraiths, and other undead

The vast void of the Negative Energy Plane is a merciless, lightless expanse of manifest destruction and nothingness. Sapping and consuming the life force of any living creature exposed to its energies, it corrodes and disintegrates material objects to rubble, then dust, and then nothing at all. Yet the Void contains its own form of anti-life. At their densest concentration, the plane's energies aggregate into bizarre, black crystalline snowflake structures, and these irregularities spontaneously generate the plane's resident sceaduinars. Dwelling in beautiful, deadly cities drifting in the vacuous darkness, these so-called void raptors are incapable of true creation and blame this flaw on some ancient betrayal by their rivals on the Positive Energy Plane. Sceaduinars react violently not only toward creatures sustained by positive energy, but also toward undead, whom they view as unnatural parasites unworthy of their plane's energies.

The black depths also swarm with undead, creatures doomed to a mockery of life by the interaction of their souls with the plane's entropic energy. Yet for all the horrors posed by the plane's environment, inhabitants, and its undead victims, its depths nevertheless hide rare refuges for planar travelers. Malikar's Keep offers shelter, for a price, to those willing to bargain with its titular lich master, while elsewhere the depths hide entire lost worlds such as Fallen Duromak, and deadly mysteries like the planet-sized, undead-entrapping glass sphere, Eternity's Doorstep.

Gamemastery Guide, page 139.

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Plane of Air

PLANE

n air subjective gravity 

Category Inner Plane

Divinities elemental lords of air

Native Inhabitants air elementals, cloud dragons, djinn, petitioners (air pneuma)

The Plane of Air, innermost of the Elemental Planes, is a vast realm of wind, storms, and skies. Illuminated by great artificial globes of flame and distant starlight from the material universe, the plane is populated by air elementals, dragons, mephits, and a great empire of djinn. Though mostly clouds and empty skies, the plane is not entirely bereft of solid ground, including rock and ice created by the residents or dragged into their realm from the distant Plane of Earth or neighboring Plane of Water, and bizarre, drifting spheres of brass and iron. While the former are aggressively fought over, most housing the cities of the vast djinn empire, the latter are almost entirely abandoned and shunned by the plane's inhabitants, who believe them cursed, entrapping forgotten, ancient enemies who once ravaged the plane.

The djinn rule from their shining capital city of Armun Kelisk, built atop a series of seven floating islands. Their vast trade network crisscrosses the skies and ventures to other planes, kept aloft by natural and magical flight, including great airships that allow visitors to quickly and safely traverse the skies. The djinn are welcoming and gracious hosts to extraplanar travelers and adventurers, a perspective not shared by Gigiastai the Duchess of All Winds, the evil elemental lord of air.

Gamemastery Guide, page 138.

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Plane of Earth

PLANE

n earth 

Category Inner Plane

Divinities elemental lords of earth, Moravreis

Native Inhabitants crystal dragons, earth elementals, petitioners (earth pneuma), shaitans

A great and rocky shell situated between the Plane of Fire and Plane of Water, the Eternal Delve hosts a unique and varied ecology of creatures at home in its rocky depths. Far from an endless, solid expanse, the Plane of Earth is riddled with great caverns and cave systems, excavated artificial vaults, vast crystalline geodes, and underground oceans and springs of magma where it borders its neighboring planes. Housing untold riches in gemstones and veins of precious metals, the Plane of Earth is an attractive setting for planar travelers seeking wealth and willing to risk danger and the wrath of elementals, shaitans, and other inhabitants who resent the plunder of their home.

While elementals have little organized society, the shaitan genies' Peerless Empire rules much of the plane from its capital, the Opaline Vault—a rainbow-lit city within a 30-mile-wide geode cavern. The shaitans have long been at war with the efreet in the neighboring Plane of Fire, and while the earth genies are less prone to slavery than their rivals, the shaitans brook little dissent, and their rule can be harsh. They are downright welcoming, however, compared to Zustouk the Fossilized King, the evil elemental lord of earth who rules a great expanse of rock from his radiation-poisoned domain, the Blistering Labyrinth.

Gamemastery Guide, page 139.

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Plane of Fire

PLANE

n fire 

Category Inner Plane

Divinities elemental lords of fire, Khutraelod

Native Inhabitants azers, efreet, fire elementals, magma dragons, petitioners (fire pneuma)

Like a great, gleaming ball of flame situated at the heart of the Astral Plane, the Plane of Fire is the outermost plane of the Inner Sphere. A perpetual ocean of fire with skies of smoke, storms of raining cinders, and lakes and rivers of magma flowing along its border with the Elemental Plane of Earth, the plane is incredibly hostile to those unprepared for its natural hazards. Yet it houses one of the most well-known and traversed cities in all the planes: the City of Brass, capital of the Dominion of Flame. Floating above a sea of fire upon a great hemisphere of magical brass, the City of Brass is a monument both to efreet cosmopolitan grandeur and tyranny, the latter embodied by the grand sultana of the efreet. Outside of the mercantile districts and the palaces and temples of the fire genies, the city houses a vast enslaved underclass of salamanders and others, including creatures from other planes.

The efreeti domain is not absolute, and elsewhere in the plane are nations of fire mephits and the remains of an ancient azer empire. While they don't form any cohesive, organized nations, the plane's fire elementals are ruled over by the plane's most powerful entity, Graidrukheis the Queen of the Inferno, the evil elemental lord of fire whose reign has gone unquestioned since the imprisonment of her good-aligned rival Steinaenourn eons ago.

Gamemastery Guide, page 140.

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Plane of Water

PLANE

n subjective gravity water 

Category Inner Plane

Divinities elemental lords of water

Native Inhabitants brine dragons, marids, petitioners (water pneuma), water elementals

Beyond the skies of the Plane of Air, the clouds grow darker and condense into the vast, spherical, liquid shell of the Plane of Water. Its nearly limitless stretches of saline, fresh, and brackish seas teem with all manner of oceanic life, lit by light from the border with the Plane of Air and descending into black, benthic depths where it borders the Plane of Earth. While the plane is perfectly amenable to water-breathing creatures, air-breathing travelers must provide their own supply of air or magical means to breathe. Bubbles of breathable atmosphere are relatively rare and securely guarded, anchored over places of trade and commerce with outsiders, such as the great city of Vialesk, founded by immigrant undines. The plane's oceans, dotted by vast forests of kelp, magical currents, and strange phenomena, play host to empires of merfolk, predatory and expansionist sea devils, and the holdings of the plane's great brine dragons.

While marids once claimed nearly absolute dominion over the plane of their origin, their empire long ago fell into deterioration and disunity. Their ravaged cities sank into the depths, and their present-day holdings remain a shadow of their former grandeur. Briadaeth the Brackish Emperor, the evil elemental lord of water and cause of their ruin, rules the dark, saline depths, feasting on all rivals and hoarding the vast, stolen wealth of the fallen marid cities. Unlike other subjective gravity planes, on the Plane of Water, a creature moves based on its swim Speed and must use actions to Swim if it doesn't have one.

Gamemastery Guide, page 140.

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Positive Energy Plane

PLANE

n positive subjective gravity unbounded 

Category Inner Plane

Divinities none

Native Inhabitants damored, petitioners (enlightened)

Known as Graitreidren, the Positive Energy Plane is at once the source of life-sustaining positive energy, the origin of all pre-incarnate mortal souls, and paradoxically the most innately hostile of all of the planes. While positive energy is deadly to undead and beneficial to living beings, such is the intensity of the plane that unmitigated exposure ultimately incinerates any extraplanar beings without sufficient magical protection. The most apt comparison for the plane's interior is that of the heart of a burning star, and indeed the stars of the Material Plane each house natural portals to the Positive Energy Plane within their glowing, potent cores to foster the movement of pre-incarnate souls in their first steps in the great cycle of life and death.

Brilliant and blinding, the plane's interior is sparsely populated, and the resident phoenix-kin damored are intensely xenophobic. Dwelling in glimmering, radiant crystalline cities such as Arudrellisiir, they view themselves as gardeners and guardians of souls spawned from their realm's burning quintessence. Intensely distrustful of gods and their servitors, damored can nonetheless be bargained with, and they have frequently taken into their custodianship any number of artifacts and imprisoned beings considered too dangerous to house on any other plane.

Gamemastery Guide, page 139.

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Raidoufalour

SETTLEMENT 6

n city 

A city settlement, governed as a representative council, with about 5,162 residents.

Government representative council

Population 5,162 (71% humans, 8% elves, 5% orcs, 5% lizardfolk, 11% other)

Languages Elven, Kibrebos, Jotun, Koutrotrern, Beidraed, Kobold, Tratrith, Moromoraebrein, Morouvaem, Uwani

Religions Breizoneik, Boshou, Grarus, Vaevad, Bebraevraes, Niatros, Khiziand, Sekhmet

Threats Disgruntled ex-slavers, demons, magical curses and diseases

Trade Hub Items of up to 11th level can be found in Raidoufalour with diligent enough searching. Items higher than 6th level, when found, are for sale at 90% + 2d10% of their normal price.

Soufoudrod Braefedaix (LG female human politician 5) Council Representative for the Shaekheis Trading Alliance

Kraimorenun Diaseth (LE male human merchant 7) Thiamaeram of Drifoutreix Block and former slave-trader

Vabous Ziadrougaend (LN male human aristocrat 5) Lord Magistrate of the East Tratrith Mining Company

Veistaegrei Et (N agender elf weaver 6) Council Representative for Reigrofoul

LOME, page 208.

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Reimaineid

SETTLEMENT 9

ne city 

A city settlement, governed as a grand admiral (elected for life), secret syndicate, with about 7,817 residents.

Government Grand Admiral (elected for life), Secret Syndicate

Population 7,817 (79% humans, 5% dwarves, 3% elves, 3% goblins, 10% other)

Languages Dwarven, Elven, Gnomish, Goblin, Tratrith, Morouvaem

Religions Breizoneik, Shaizevrail, Miastox, Niatros, Bogrutel, Saedrouk

Threats Pirates, Dreikhaebrad agents, turf wars, aquatic monsters

Trade Connections The pirates of Reimaineid use unique methods in acquiring items to sell. The city has items of up to level 15 available for purchase, but anything higher than level 9 must first be acquired outside of the city and thus requires waiting 3d6 days for the item.

Stetaeth Nitraer (CN male human corsair 13) Grand Admiral of Reimaineid, a mostly defanged city ruler

Gevaegraen Giakrouzis (N male human druid 9) Leader of a druid circle keeping the mangroves from swallowing Reimaineid

Fiakrian Kreikroumom (NE female human ranger 8) Head of Dreikhaebrad operations in the city and disgruntled ex-Vofalai

Meremiad Falorair (N female human merchant 8) Retired Krizund that maintains a major pirate trade network

LOME, page 184.

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Ronid

PLANE

n erratic static 

Category Dimension Plane

Divinities Tawil at'Umr, Yog-Sothoth

Native Inhabitants hounds of Tindalos, petitioners (the unbound)

Among the most obscure planes of existence, the Ronid is virtually impossible to access by conventional methods of planar travel. Instead, travelers much perform complex and difficult rituals described within the pages of such monstrously rare tomes as the Necronomicon and the Book of Serpents, Ash, and Acorns: Shadows of What Was and Will Be. Compounding the plane's obscurity, each traveler's experience seems to be unique, and most who attempt the journey never return. Every manner of magic that interacts with the plane invariably draws the attention of creatures such as the hounds of Tindalos. The proper flow and continuity of time seems to self-correct for any attempted meddling, often with violence.

Those few who have gained entry and returned describe the plane as a swirling storm of blurred images, the composite of millions of interwoven timelines around their own, with a single doorway allowing access to one's own past. Travelers appear as transparent images of themselves, but the plane seems averse to any attempt to alter the past, no matter the means or the intention. Such attempts often end in the offending individual erased from existence or trapped within closed time loops to limit the damage they inflict upon the overall flow of time.

Supposedly, like an eye in a storm, at the dimension's heart is the legendary realm of Stethelos and its terrible occupant Tawil at'Umr. Tales of this realm speak only of a great city, a vast green meadow, and the rushing sound of an ocean emptying over an immense and terrible waterfall.

Gamemastery Guide, page 145.

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Shadow Plane

PLANE

n shadow 

Category Transitive Plane

Divinities velstrac demagogues, Zamoulel

Native Inhabitants caligni, thaekhuxs, kayals (fetchlings), petitioners (the mutilated), umbral dragons, velstracs

A murky, distorted, and imperfect mirror of the Material Plane, the Shadow Plane overlaps the Material Plane and serves as a buffer or conduit between it and the Negative Energy Plane. The Shadow Plane exists in a state of perpetually dim half-light, the landscape containing similar features to the overlapping Material Plane, but in warped or twisted fashions. Cities on the Material Plane might exist on the Shadow Plane, sometimes in ruins and sometimes as terrible, frightening replicas. The darkness also holds points of beauty and relative safety, such as the great city of Shadow Shoumeistai. The bleak doppelganger of Falavririak's own Shoumeistai hosts cross-planar trade facilitated by a permanent, one-way portal out of the gloom.

The Shadow Plane is populated by dark, altered versions of creatures from the Material Plane, many of them immigrants that have adapted to the shadow after being trapped in the realm for generations. The shadow natives known as kayals—also known as fetchlings—were originally humans before thousands of years of exposure to the Shadow Plane and breeding with strange beings forever altered them. Velstracs, who long ago fled from Hell, have since adopted the Shadow Plane as their home, spreading their horrific message of perfection through mutilation in service to their victim and patron, the god Zamoulel. In contrast, thaekhuxs originated within the Shadow Plane itself, as have the fearsome umbral dragons ruling self-crafted fiefdoms within the shadows. Greatest of these is Vrisur, who rules over Shadow Shoumeistai.

Gamemastery Guide, page 141.

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Sholoure

SETTLEMENT 5

ln city 

A city settlement, governed as a republic, with about 7,105 residents.

Government Republic

Population 7,105 (70% humans, 28% kibrebos, 2% other)

Languages Kibrebos, Ziaridourn, Tratrith

Religions Vaevad, Niatros, Stiamax

Threats mysterious disappearances, undead

Insular People The Brotoud people are wary of outsiders and slow to trust. This doubles the time it takes to Gather Information and increases the DC by 2.

Readers of Stars Many Brotoud people are skilled at divination. Including at least one of these individuals as a secondary caster of a divination ritual decreases the ritual's DCs by 1.

Gaimourei (NG nonbinary lizardfolk astrologer 8) prominent social restorationist

Saetruth Draikirn (LG female human aristocrat 7) prominent sociopolitical leader

Lasefo (NG female human diplomat 7) head ambassador of Sholoure

LOME, page 196.

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Sugreitain

SETTLEMENT 4

n town 

A town settlement, governed as a mayor (elected leader), with about 1,240 residents.

Government Mayor (elected leader)

Population 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other)

Languages Common, Dwarven, Elven, Gnomish, Halfling

Religions Grarus, Miastox, Niatros, Khiziand, Bedrud

Threats aberrant horrors, eerie hauntings, kobolds, smugglers

Trinket Trade Sugreitain has a long tradition of catering to adventurers, and consumable items of up to level 10 can be purchased in its markets ands shops.

Griamoraigror Longsaddle (CN male human soldier) foul-mouthed and short-tempered captain of the town guard

Trukar Drailoufaluk (N male human mayor) current mayor of Sugreitain, patriarch of one of three local lumber companies

Moriagresou Faigairn (NG female halfling cleric) chatty priestess of Bedrud and unusually knowledgeable town historian

Giakraeth Breshinis (CG female tiefling merchant) eccentric occult items dealer, artisan, and collector of stories and rumors

Gamemastery Guide, page 135.

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Tobraid City

SETTLEMENT 14

ln metropolis 

A metropolis settlement, governed as a constitutional monarchy, with about 53,600 residents.

Government constitutional monarchy

Population 53,600 (93% dwarves, 4% humans, 3% other)

Languages Dwarven, Koutrotrern, Staimorairn

Religions Breizoneik, Thousteton, Miastox, Kagaid, Dregedeir

Threats criminals, magical surges, Krougriaror Wastes monsters, mechanical malfunctions, pollution, rogue clockworks, saboteurs, union busters, wasteland raiders

Source of Guns Firearms and cannons are available in Tobraid even though they're uncommon in most of the world, and such items of up to level 18 can be purchased or commissioned in its specialized Krousteil.

High Chamberlain Khekuk Siadru (LN male half-elf aristocrat 9) prominent bureaucrat

High Khufurn Drousoumorok Kedror (N female human cleric 15) head of the Church of Thousteton

Mouvrun Stebriadreix Rouvrur (LN female human shieldmarshal 16) command of Tobraid's shieldmarshals

Breikou Moraisaed (NG female human inventor 11) grand duchess of Tobraid

LOIL, page 72.

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Treidriamorund

SETTLEMENT 20

n metropolis 

A metropolis settlement, governed as a council, with about 60,000 residents.

Government council

Population 60,000 (45% humans, 13% gnomes, 3% catfolk, 2% ratfolk, 2% fleshwarp, 1% ghorans, 34% other)

Languages Koutrotrern, Staimorairn, Morouvaem, Gaidei

Religions Breizoneik, Kithebriar, Faligaidox, Kagaid, Nusifirn, Khiziand, Saedrouk, Grobreil, Bedrud

Threats civil unrest, political intrigue

Nothing's Weird Anymore Treidriamorund residents regularly see extraplanar beings, travelers from afar, constructs, fleshforgers from Ecanus, oozes from Grairond, and more walking their streets. Nothing surprises them at this point. Whether a character is a monster or a member of an obscure ancestry, heritage, or class, residents of Treidriamorund are unfazed and rarely treat those characters differently than they would a human in the same circumstances, other than respecting the power of any being that's obviously dangerous.

Tevrebrern of the Orb (N female human witch 20) member of the Council of Three

Krigin Faleilorn (LE male human trukhorel 19) leader of the Trukhorel of Falutruneth

Elder Architect Fumoraim (LN male kasesh ancient 21) castellan of the Bandeshar

LOIL, page 253.

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Vreitaistian

PLANE

n timeless 

Category Outer Plane

Divinities Rushoux, Falaizeibrix, psychopomp ushers, Grobreil

Native Inhabitants petitioners (the dead), psychopomps

The Vreitaistian spans an impossibly tall and ever-growing spire of gleaming quintessence that rises up into the silver void of the Astral Plane. As the destination of the River of Souls, the Vreitaistian is where the souls of the mortal dead arrive for judgment and for Grobreil and her psychopomp servitors to direct them to their respective afterlives. Grobreil's domain is separated into eight courts, each corresponding to one of the other planes of the Outer Sphere and collecting the souls due to that plane. Not every soul goes unchallenged, and proxies of gods and planes argue and debate over souls, with final arbitration conducted by Grobreil herself.

While Grobreil rules absolutely within the Vreitaistian, she is not the only divinity there. The demigod psychopomp ushers dwell within the plane in service to her, and the deity Rushoux dwells below at the spire's root. Looming high above as a skull-faced moon waits Falaizeibrix, the god of the end times, his orbit slowly decaying in minuscule iterations supposedly counting down to the last days of the cosmos.

Grobreil's courts and the surrounding Graveyard of Souls are not the only features atop the spire. Beyond the graveyard, the Spirelands manifest environments much like those of the varied Material Plane worlds, filled with the souls of neutral petitioners who have nowhere else to go as they are unclaimed by any gods and unaligned with any particular ethos.

Gamemastery Guide, page 142.

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Vrukiak

SETTLEMENT 9

n city 

A city settlement, governed as a democratic council, with about 11,470 residents.

Government Democratic Council

Population 11,470 (98% humans, 2% other)

Languages Arboreal, Elven, Halfling, Tratrith, Sylvan

Religions Saideived Faith

Threats hostile jungle flora and fauna, the Nemesis Well

Primal Connections Vrukiak contains a large number of primal spellcasters, increasing the availability of magic items and services. Vrukiak offers magic items of up to 13th level and primal spellcasting services of up to 7th level.

Thoraidux (N arboreal nature-speaker 25) Titanic and ancient arboreal guardian

Ziamorox-jinga (LG female halfling seer 15) Oracle of the Honored

LOME, page 246.

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Zouzeikod

SETTLEMENT 14

ln town 

A town settlement, governed as a monarchy, with about 4,164 residents.

Government monarchy

Population 4,164 (95% dwarves, 3% humans, 2% other)

Languages Dwarven, Koutrotrern, Staimorairn

Religions Breizoneik, Mevraegrur, Thousteton, Dregedeir

Threats Veimaikhik monsters, dwarven politics, mine collapses, saboteurs, wasteland raiders

Besieged By Mage Wars Caught between Falaiziavrul and Falutruneth, the dwarves of Zouzeikod hold a particular suspicion for undead, fleshwarps, and other creatures often employed in the war that ravaged their home in ancient times. NPCs begin with an attitude one step worse than usual toward such characters and toward characters openly affiliated with Falaiziavrul or Falutruneth

Source of Guns Firearms and cannons, though uncommon in most of the world, are available in Zouzeikod. Such items of up to level 18 can be purchased or commissioned from the many dwarven crafters.

Fagrad Kraeziari (LG female dwarf aristocrat 16) high king of Zouzeikod

LOIL, page 90.

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Zugomix

SETTLEMENT 11

cn metropolis 

A metropolis settlement, governed as a hurricane queen (overlord), with about 43,270 residents.

Government Hurricane Queen (overlord)

Population 43,270 (65% humans, 10% half-elves, 8% half-orcs, 5% gnomes, 5% halflings, 7% other)

Languages Common, Koutrotrern, Staimorairn

Religions Shaizevrail, Grarus, Niatros

Threats anti-pirate policing from the Graikitain Sea region, opposing pirate forces, supernatural storms from the Eye of Noulotak

Pirate Town Zugomix thrives on black-market and stolen goods. Items that might be difficult to acquire or dispose of in other settlements due to legality can be purchased and sold more easily in Zugomix. NPCs begin with an attitude one step worse than usual toward characters openly displaying insignia of law-enforcement agencies, religious iconography of lawful deities, or affiliation with a lawful nation.

Bitol Felo (CN female elf troubadour) merchant master and joint overseer of Zugomix

Zukuth Fedum (LN male human administrator) accountant and joint overseer of Zugomix

Loumorudrail Fairwind (CN female half-elf pirate lord) Hurricane Queen of the Neikhutaeth

Thebriarirn Ziatradraek (LE male dwarf wizard) harbormaster and joint overseer of Zugomix

Gamemastery Guide, page 135.

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