Gehenna

""Ye serpents, ye generation of vipers, how can ye escape the damnation of Gehenna?"
(Matthew 23:33)


1. Khalas
2. Chamada
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3. Mungoth
4. Krangath
The Outer Planes
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107
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Manual of the Planes

<image: YOU CAN LIVE FOREVER IN PARADISE ON EARTH, page 86>

    The fourfold furnaces of Gehenna are smoky, burning realms.
The ground provides light, similar to the orbs of Tarterus, and
heat as well. Many realms will burn nonnative creatures and
cause unprotected flammable items to burst into flame.

    The layers of Gehenna are mountains without bases or peaks,
and everything is built onto or carved into the sides of these
mountains. The gravity is at a 45-degree angle to the level of the <>
ground, so if a traveler loses his footing, he could tumble for miles
down the slope before he can stop himself (see WSG, page 36 for <link & update the WSG -- this section may be missing>
tumbling down a moderate slope). If the tumbling traveler strikes
a solid object (like the wall of a fortress) while rolling down the
slopes of Gehenna, damage is suffered as if hitting a level surface
in a normal fall (from a height equal to the distance tumbled).
Gehenna's terrain varies from slippery to slightly slippery
throughout its layers.

    Gehenna's heat comes from the ground itself. Vents, fumaroles,
and mud pots are common features. Lava flows often ooze
down the flanks of the mountains. Eruptions and earthquakes frequently
rip the land asunder. Those unprotected from heat suffer
1d6 points of damage per turn, though devices and spells that
negate the effects of the plane of Elemental Fire work to prevent
damage from Gehenna's heat.

    Gehenna has four layers, each having similar mountainous terrain.

1. KHALAS

Khalas, the topmost layer (nearest to the Astral), is the most
temperate of the layers of Gehenna. A number of creatures and
minor Powers make their homes here, incl. those devils
from Hell that are currently out of favor or in hiding. The
light for this plane is provided by the arching lava and fires of the
ground. The sky is reddish colored near the horizon, but this
slowly fades to black toward the zenith. The atmosphere continues
forever, but no traveler has ever found anything within the
sky.

    Khalas is also a region of waterfalls that flow down its slopes,
swathed in steam that rises as the water evaporates from the
heat of the ground. The largest cascades are those of the Styx,
which follows a rough-hewn course down the mountainside, falling
thousands of feet, twisting through rapids, then passing into
the underground passages that lace Gehenna's interior.

2. CHAMADA

Chamada is the second layer. Its terrain is more violent than
that of Khalas. Lava flows in cascades thousands of miles wide
down the sides of the mountain. The mountainside is full of erupting
volcanos wide enough to swallow whole cities. The sky is
brighter near the horizon, but the air within 10 miles of the surface
is filled with an acrid cloud that inflicts blindness on those with
unprotected eyes. This cloud also acts as a perma stinking cloud (those who
cannot escape this region can literally spend the REST of their lives choking && coughing). The regions
beneath the surface of Chamada are free of this stinging, horrible
cloud, but the smell of burning hair && flesh permeates even
these depths.

3. MUNGOTH

Mungoth is the third layer, a layer of ash and burning snow. It
is a cold layer of Gehenna. While there is continual volcanic activity,
its furnaces are fewer and farther apart. Ice and snow are
common on the edges of the volcanic reaches. The greatest
danger to travellers in this region is avalanches of wet snow mixed
with burning rock. The sky of this layer is darker, as there is less
volcanic activity to provide {light}. The underground regions are as
comfortable as this layer ever gets.
 

4. KRANGATH

    Krangath is the final layer; its name means "the dead furnaces."
Whatever fires existed here are long gone. The sky and
surface are completely dark. There are no sources of heat || {light}
even in the cavern complexes <complices?> beneath the surface of this layer.


    There are several ways to reach the topmost layer of Gehenna.
The Styx flows through Khalas in its long journey among the
lower planes. Khalas can also be be reached from the Astral
(through color pools and viewing points) and from the adjacent
planes of hte Nine Hells, Hades, and Concordant Opposition.
Interplanar portals are always found deep beneath the surface of
Gehenna. They appear to be black chasms in the floor. There is
no formal method of identification, but intelligent creatures usually
mark the walls to inform travellers of the portal's destination.

    Similarly, the barriers between the layers are always found
beneath the furnaces of the plane, usu. (but not always) in
dead end corridors. The arrangement of the barriers has led
some sages to consider Gehenna to be a four-sized pyramid
(each layer being one side of the pyramid), but this is only a supposition.
There is a 5% chance that any barrier leading to a
deeper layer opens into a volcanic region (if into the second or
third layer), or a sealed cavern without other escape (if in the
fourth layer). Travellers should consider the eventuality of such
occurences when wandering through Gehenna.

Features of Gehenna

    Gehenna is overrun with creatures from the adjacent lower planes:
nightmares, imps, manes, daemons, mephits, lesser devils, and
achaierai. These beings sneek into the nooks && crannies &&
caverns of this plane as a place to hide from more powerful
beings elsewhere. Likewise, the arch-devils and daemon masters
found on this plane are always less-powerful types who are
usually in disfavor with the ruler of an adjacent plane. Resources
and manpower are low in Gehenna, so extra-planar rulers ofen
allow it to be a plane of exile.
 
    The only true natives of Gehenna are barghests. These creatures
swarm through great rifts in the uppermost layer, but they
are also found in the other layers (though in lesser numbers).
They live solitary lives, but seek to enslave weaker beings to
forge small empires and to launch attacks against rival
barghests. It is chiefly because of these continual battles (and
the fact that barghests dread the idea of the next generation taking
over their petty baronies) that young barghests are raised on the 
PMP.

    Few Deities reside in Gehenna: those with a tendency toward
organization are quickly recruited into the hierarchies of Hell,
while those who dislike Law tend toward to gravitate toward the
grayer, more evil lands of Hades. Chih-Chiang Fyu-Ya, a Chinese
Demi-God, inhabits a large region of the first layer. His patience
is a great citadel shaped like a teardrop, so that lava from above
passes to either side. Ath the highest point of the citadel is the
demi-god's throne. He sits here and wathces and waits to be
called to deal out judgment. A great temple bell, carved from the
skull of a giant, hangs behind his throne. When Chih-Chiang Fyu-Ya
is called, the tolling of the bell sounds throughout the slopes of Gehenna.

    Loviatar, the mistress of pain in the Finnish pantheon, makes
her home in the third layer of Gehenna. Her palace is a fortress
made of ice, protected by the mighty spells of her parents, Tuonetar
&& Tuoni (see Pandemonium)  from the occasional hot spots
in this realm. She is served by faithful creatures that she rewards
with cruelty and abuse. Not a nice place to visit.

    Shargaas of the orcs (UA) inhabits the depths beneath the
fourth layer of Gehenna. His followers call this layer the Night
Land and Shargaas is the Night lord. All the deep caverns
beneath Mungoth are controlled by this Deity. Only Shargaas
and his spirit servants (taken from the most evil of his people) can
see within his domain.  If there are planar barriers and deeper layers
to Gehenna, only Shargaas knows of them.


Quote:
Originally posted by Grigori
Hey, Gary! An off the wall question--- What, if any was the relationship between dreggals and barghests in Gehenna? Barghests seem more powerful, but dreggals had the bigger role in the Gord novels... Also, did you ever develop creatures native to the Plane of Arcadia--seems that this plane in particular was neglected. Thanks!
 


Here I am again after thinking I had slipped off this hook...

In developing some nasty inhabitants for Gehenna, I figured that the dreggals would be the mnost populos, not the mots powerful.
Thus you see lots of them in action--the proverbial cannon fodder for the greater creatures behind them.
They carry out the tasks assigned, are expendable.

I never did get sround to creating a population for Arcadia, as that plane was not one that I envisioned as playing much of a role in the great struggle. Before that none of my players ever got sent to that place, so being a typically busy and harries DM, I didn't spend time working on something that seemed unlikely to be a factor in the campaign. Evenmtually I would have gotten around to it, mainly to toss something really different into the mix, but...

Cheers,
Gary
 
 









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