Limbo
<get a map of limbo>
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Limbo is the plane of chaos
supreme, at the antipode of organized Nirvana.
It is a twisting, quicksilverplace,
prone to manipulation and subjugation by the Deities that make it their
home.
Unlike the elemental planes, Limbo is
a mish-mash of the primal forces of air, fire,
earth,
and water.
The terrain of Limbo is a hodgepodge of
bits and pieces of
boulders, trees, and entire landscapes
being swept up in a torrent
of water
and other murky liquids, buffeted by strong winds
and encapsulated in pockets of air.
Areas are alternately
heated <warmed?>
by free-standing
> balls < of fire
&&
{chilled}
by the remains of huge glaciers.
All solid objects
exert the pull of gravity
on anything in contact
with them.
This pull is no stronger than that of most
PMPs, so it is possible to walk up to a wall and then walk
up the wall itself. Throw objects and
missile weapons are
unaffected--they fly until they strike
a solid object, but items that
have no momentum just hang in space until
they come in contact
with a solid object.
Areas are alternately heated
by free-standing balls <see image>
of fire and chilled by the remains of huge
glaciers. All solid objects exert the
pull <see image> of gravity <Type O Negative Math> on anything in
<link to The Glass Walls of Limbo>
contact w/ them. This pull <see image>
is no stronger than that of most PMPs,
so it is psb. to walk up to a wall and
then walk
up the wall itself. Thrown objects and
missile weapons are
unaffected -- they fly until they strike
a solid object, but items that
have no momentum just hang in space until
they come in contact
w/ a solid object.
The traveller entering Limbo w/o thought
as to the consequences
may find himself baked, or
trapped within sliding earth and muck.
Unless the traveller chooses his
<alt> point of entry very very <alt>
carefully,
USE the following table for random entry
into the plane.
The traveller entering Limbo w/o thought
as to the consequences
may find himself baked, frozen, drowning,
or trapped
within sliding earth and muck. Unless
the traveller chooses his
entry point very carefully, USE the
following table for random entry
into the plane.
Random Entry Table
D100 Roll | Effect |
1-20 | Arrives in a safe pocket with breathable air; no harm done. |
21-40 | Arrives in liquid portion of the plane;
drowns as per normal rules <l> unless [water breathing] is in force;
10% chance that liquid is particularly harmful (magma <l>, acid, etc.). |
41-60 | Arrives in a safe pocket in the process
of partial collapse;
traveler suffers effects equivalent to an [earthquake] spell. |
61-80 | Arrives inside solid area;
danger of suffocation and compression as for the plane of elemental Earth. <direct link> |
81-89 | Arrives in or beside massive heat source;
1d10 d6s of fire damage per round (saving throw halves damage). |
90-98 | Arrives inside massive cold source; 1d6
d8s of cold
damage per round, plus danger of suffocation as for the plane of para-elemental Ice. <direct link> |
99-00 | Arrives in the presence of a sentient
being that has created a safe AREA;
traveler must deal with the encountered being; might be a githzerai, slaadi, or Greater Power. |
The forces of Limbo
react to sentience, so an individual of sufficient
knowledge can cause the chaotic elements
within his
range to settle into established (and
survivable) forms. The general
range of these safe pockets are determined
by the individual's
Intelligence, as follows:
IINT | Radius of Safe Zone |
0 | None |
1-4 | 10 feet per point of Intelligence |
5-10 | 10 yards per point of Intelligence |
11-18 | 100 yards per point of Intelligence |
19+ | 1 mile per point of Intelligence |
Each +additional+ personage
of no less than one intelligence category
lower
can increase the r. by one ++increment++.
That is to
say, an individual who is a Genius (<with
an 18 INT>), like Einstein, <>,
can impose order on an
AREA of 1,800', + 100' for each companionaiding
in the
attempt whose INT is at least 5. This
FUNCTION does not
allow the creation of new matter, nor
the re-arrangement of matter
into particular shapes; it only causes
the matter of chaos to colesce into
a more understandable && usable
form. Portals, treasure troves,
and buildings in Limbo cannot be built
by this ability,
though they may be discovered in the chaos-mist
as the traveller
moves thru the Realms.
There are reported to be
<five>
layers of Limbo, but all of them
have the same general consistency of swirling
matter and disarray.
Thus even though barriers exist that separate
the planar layers,
they are less important than those that
separate layers in
other planes.
However, l8r travellers
have
reported finding many of the inhabitants
and Deities (Angi, Indra,
etc.) on layers oheir realms through the
planar layersther than those ascribed to them. Either these
Deities can move t, or the
distinctions between layers break down
in this plane of ultimate
xaos.
Portals from the planes
of Gladsheim, Concordant Opposition,
and Pandemonium are generally found on
the first layer (Gith and
Slaad), but are found in a variety of
forms: pools, wells, doors,
bottomless openings in the chaotic matter,
archways, etc. They
do NOT seem to MOVE w/ the REST of the
XAos, often serving as
calm centres of storms of circling matter.
These portals randomly
send travellers to Gladsheim, Concordant
Opposition, or Pandemonium (33% chance for each).
Magick in Limbo functions
under the general restrictions for the
outer planes, w/ +additional+ complications
due to the XSOA of
the plnae. Matter that is created outside
a safe AREA is only semi-permanent,
regardless of the stated duration of the
spell. The
newly created matter lasts for 1d10 hours
before breaking up. For
example:
* A fireball CAST into the primeval XAOS
continues to burn for
1d10 hours, inflicting
the normal amount of damage each round
to those within
(saves apply). A caster in a safe AREA can
CAST a # of these
into the AREA beyond his radius and they
will remain, providing
heat && light to those within.
* A wall of stone that is permanent in the PMP
lasts for but 1d10
hours in the xsao b4 being swept away.
Normal durations apply
to items created within the safe areas
of the plane (those under the mental control
of sentients), but if s
safe AREA moves away, the created matter
has a lifetime of 1d10
hours.
The creatures of Limbo that are best known
to Prime Material
beings are the slaadi and githzerai.
The salads are apparently natives, evolved
and uplifted from the primal sopu of XAOS to their
present status as intelligent messengers
of XAOS. The Deities
who reside in the plane often make USE
of slaadi as messengers,
warriors, and servants (but the slaadi's
chaotic tendencies often
cause missions to go astray). The slaadi
are immune to the chaotic
effects of their own plane, though they
can be affected by fire &&
cold in the Prime Material. They are also
affected by spells
CAST in Limbo (a slaad can lounge in a
pocket of flame that hangs
in the XAOS of Limbo or pass through a
pocket of melted earth or
magma, but it would be harmed by a fireball
spell). Slaadi hierarchy
is as chaotic as the plane and usu. xtends
only as far as
the more powerful slaadi can reach. Slaadi
and slaad lords are
found on all layers of the plane. They
seem to prefer the native
XSOA to those areas under the control
of the Deities or githzerai.
Slaadi are ruled (or
rather bullied, pushed, and cajoled by)
the slaad lords of which 2wo have been
described in the FF tome:
Ssendam && Ygorl.
They are considered Lesser Deities on
their home plane and maintain realms that
are stable
even in the absence of the lords. Ssendam's
citadel is a golden castle that rises from
the edges of XAOS itself,
while Ygorl's abode is a series of interlaced
carved spheres that whirl
through the <five> layers. Ygorl is
said to inhabit the innermost sphere.
The githzerai are later
arrivals to the plane of Limbo. Though
outnumbered by the chaotic Slaad, the
two races exist in relative
peace. The githzerai are relative of the
githyanki of the Ethereal; <?>
these races have engaged in genocidal
warfare with each other
for their entire history. The githzerai
USE their high INT to
set up watch posts && citadels
in the void, but they MOVE && FIGHT
in XAOS without ill effect, similar to
the Slaadi.
Descriptions of githzerai
outposts && war parties can be found in the
FF tome. Githzerai wield silver
swords in the same manner
as githyanki. Their initial MOVE in battling
travellers
who have arrived via astral projection
is to surround the targets
and sever the silver
cords, marooning the intruders in Limbo. The
githzerai, former slaves themselves, are
NOT above capturing
beings for USE as slaves in their cities.
Githzerai cities are
large
constructs made of XAOS matter.
Most cities # some 100-600 githzerai of
various levels. The
greatest metropolis is The Floating City,
or Citadel of Gith, that
has been sighted in all five layers of
Limbo. Gith has a pop.
of well over 10K of the race, not counting
servants && slaves.
It is ruled by Zaerith Menyar-Ag-Gith
(the Great Githzerai), and
immortal wizard-king who is a Lord (F16)
and an Arch-Mage (MU23).
He is treated as a demi-god if encountered
in Limbo.
Githzerai often astrally
project into the Astral plane to combat
the hated githyanki. They always USE the
mind bar ability to protect
their astral forms from the normal variety
of githyanki silver swords.
For travel to the various alt. PMPs,
the githzerai USE probability travel and
bring their physical forms
along.
Spirits that reach the plane of Limbo are
swept in the matter of the plane,
instead of manifesting themselves as manes,
lanterns, or einheriar.
On occasion these collected spirits become
powerful enough to become a chaos elemental.
This is not an elemental
in the normal sense, as it is a native
to an outer plane, and
thus it is not treated as a standard elemental
nor can it be controlled
by the normal spells for such creatures.
Chaos elementals
have 6d6 HD and appear as abominable piles
of man-like
matter with tentacles, horns, or trunks.
They inflict 1 point of damage
per HD and attack once per round. They
are invisible in
their native chaos, but can MOVE through
(and are easily identifiable)
in those pockets under the control of
other sentient life.
---- ---- --- --- -- - - ---- ---- --- --- --- --- --- --- ---- ---- --- --- - -
The
realm
of Indra, supreme deity of the Indian pantheon,
is a
great spherical
vault filled to the halfway point by a sea of
enchanted milk.
Indra's abode is in the center of the VAULT, flaoting
on what is either
an island-sized tortoise or a tortoise-shaped island.
His palace is served
by a hundred hundredfold of the chaotic
faithful, similar
in stats and description to the einheriar of Valhalla.
The Name of this
realm is Swarga, and it moves from layer
to layer as Indra
desires.
The
realm
of Agni is also a sphere, but it is filled
with the purest
of flames, fed by
the infinite matter of Limbo itself. Those entering
this sphere, unless
specifically protected by the Indian god of fire && lightning,
are immolated, immed..
This realm is also
always on the MOVE,
for no other reason than to prevent it from
consuming all the
matter about it and choking on its own smoke.
It moves from layer
to layer, guided by Agni's wishes. Agni sees
to it that other
domains or sentient areas are not in its path.
The
realm of Susanawo of Japan is similar
to that of Indra: <sp?>
a spherical VAULT
half-filled with salt water. The god churns and
storms within that
AREA at will. Susanawo maintains all manner of
sea creatures in
his huge (1,000-mile-wide) realm.
The
demi-god Huan-Ti's realm
appears in the chaos as a mass
of smoke, at the
center of which a great palace made of bamboo is aflame.
It appears like
this realm was caught in Agni's path, but
in truth these flames
do not consume, and their fires are ever
burning. All flammable
materials brought into Huan-Ti's realm
exhibit the same
behavior, but they are unharmed. If water is
poured on the flames,
however, the resultant steam inflicts 3d6
points of damage
for every gallon used. Huan-Ti is a war-god,
though a lesser
one, and his servants are einheriar, slaadi, and
githzerai.
-
All the homes of the
deities of Limbo float through the various
layers at will, further indicating that
the barriers between layers
are not as strong as on the other outer
planes.
Dragon #243