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Not all Roads lead
to Sigil
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Mount Olympus
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Oceanus |
The Staircase
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The Styx
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Yggdrasil
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FAQs
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[
Crossroads
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Ar-en-Gereh
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Via Romana
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New Paths
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Planar Waterways
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Miscellaneous
]
- Bifrost
the Rainbow Bridge
- Being a plane-spanning bridge
called forth by the Norse Powers
- The
Herd
- Being a migration of beasts
from one plane to the next
- Jormundgandr
- Being a sea wyrm so large it
crosses infinite seas
- The
Labyrinth of Loss
- Being a maze of lost souls and
lost lives
- The
Seventh Sea
- Being an ocean across time and
space
- The Steep
Ascent
- Being a mountainous climb from
Hell to Heaven
- The
World Serpent Inn
- Being a plane-shifting tavern
without rhyme or reason
- The
Wormholes
- Being a secret back entrance to
all manner of places
- Planar
Waterways
- Being a survey of several
planar rivers which may be used as
pathways
Bifrost
the Rainbow Bridge
(by Jon
Winter)
An
occasional pathway at best, Bifrost is a magical
plane-spanning rainbow of infinite length that can be
called down at will by the Norse powers (and, some
whisper, by powerful mortal magics) to bridge the void
between any point on Ysgard and the Prime Material Plane.
Travel down the bridge is somewhat like descending a
multi-hued staircase, only the steps are invisible to the
climber, and climbers are invisible to creatures on both
the Astral (through which the rainbow slices on its
primewards route) and the prime...beings stepping off the
bridge appear as if stepping out of heavy mists.
The
real darks of the bridge are unknown, and it's an
infrequent path to take at best, because most bashers are
fearful or the wrath of the Norse powers who apparently
own the bridge. Given sufficient garnish, however, the
shamen of the trollish fensir people have been known to
conjure the bridge themselves and allow planewalkers
passage to any prime where the Norse powers are
worshipped (which is a lot of 'em!) A pathway to be used
judiciously, perhaps!
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The
Herd
(by Jon
Winter)
When
rutting season comes to the Beastlands, countless hordes
of migrating creatures regularly make the crossover
between the plains of Krigala and Arborea. Graybeards
reckon that the passionate mindset of the creatures alone
is enough to shift tracts of land from one plane to the
next, for up to several weeks at a time, and it's this
effect that some travellers make use of to jump from one
plane to the next at certain times of the Planar Year. If
a cutter's capable of running with the herds and avoiding
predators like leomarh and manticore, he can make the
jump too.
While
the herds are gone, it gives the Beastlands a chance to
catch its breath and the pastures to regrow, unfettered
by the nibbling teeth of countless hungry mouths, so it's
all a natural part of the planar cycle. Some planewalkers
also claim to have followed herds from the Beastlands to
the Outlands during the Outlands month of the
Flocking.
Jormundgandr
(by Alex
Roberts)
A
living planar pathway? Surely not. Jormundgandr the World
Serpent is a familiar figure from Norse myth, and is
associated with Nidhogg, the serpent which gnaws
Yggdrasil. Jormundgandr runs through almost all the
oceans of the planes: Stygia, Thalasia, Ossa,
Demogorgon's realm, Elemental Water, The Annwn Sea and
others. It does not touch the Silver Sea of Mt. Celestia,
note. Also, despite its obvious Nordic roots, it seldom
if ever surfaces in Ysgard, partly due to the scarcity of
water there and partly because Thor goes hunting for the
creature whenever it surfaces.
Canny
cutters with the ability to track the Midgard Serpent can
use it as a pathway linking all the planes it dwells on.
But they should beware, because smaller linnorms, perhaps
only as big as small countries, can be found here and
there along its length. The location of the head is
unknown, but most bets are on the Annwn Sea. It probably
moves, of course.
The
Labyrinth of Loss
(by Jon
Winter)
The
Labyrinth of Loss (so-called because of the number of
planewalkers who enter it never to be seen again!) is a
vast maze crossing planar boundaries apparently at whim.
The many exits (hard to find though they may be) lead out
into the realms of Greek powers, and powers of secrecy,
puzzles or mysteries. The labyrinth itself isn't all
catacombs and tunnels, on Arborea it appears as
interlocking and impenetrable hedges, on Carceri it is
walls of black brick, or in its most horrible
incarnation, living petitioners cemented into stone.
Better believe the Carcerian portions of the Labyrinth
are sodding difficult to navigate, berk! The Baatorian
segment of the maze is carved deep beneath the surface of
the plane with the occasional trapdoor leading to the
surface...or the lair of some deadly beast, and the
Bytopian portions are vertical in nature, apparently
filling the spires between the two halves of the plane!
Unlucky cutters have also found the maze leads to the
Abyss.
According
to some, you can also gain access to Mechanus'
Labyrinthine Portal from the Labyrinth of Loss -- and
hence to any part of the Plane of Gears if the cryptic
codes governing its use can be cracked. Shekinester's
Outlands realm is also linked in some manner, and the
very darkest whispers say some mist-shrouded passages
penetrate deep into the Ethereal Plane, where they offer
a secret means of access to the Lady of Pain's own Mazes.
It's a hazardous pathway to travel for sure, but it also
leads to some locations that simply aren't accessible by
other means...
The
River Hister
(by Joshua
Jarvis)
The
loss of the River Hister is a great disaster for the
upper planes. It's this river (along with the Oceanus)
that once connected the lawful and chaotic upper planes.
The Hister flowed from Nemausus in Arcadia (flowing up
hill and up waterfalls instead of down them) through Mt.
Celestia (where it remained a distinct current within the
great ocean at the base of that plane) through Bytopia
and into the Oceanus. Some even said it remained a
distinctive current within the Oceanus until it hit a
portal and flowed into Ysgard but this is most likely
screed.
The
River Hister is no longer there, for when the Harmonium
set up their re-education camps along its mouth and
Nemausus shifted to Mechanus, the river went with it. Now
the Hister flows out of Mechanus, down through the
tumbling cubes of Acheron, and into Baator. After that no
one knows. Some says the harmonium changed it's nature
making it seek out baatezu re-education camps, others say
it flows into the Styx, still others say that it dries
out in Avernus. But what is known is that the River
Hister crosses other rivers without its flow being
diluted or its waters mixing. For all we know it may be
carving out a riverbed again hopelessly seeking the
Oceanus so that their waters may mingle again.
The
Seventh Sea
(by Jon
Winter)
Many
planes have seas, but if a cutter sails far enough he may
sometimes find himself completely lost. This, in fact, is
the Seventh Sea planar pathway; a state of being
so far from land in any direction that any way is
effectively the same. Remember, cutter, that the Outer
Planes (bar a couple) don't have stars or compass points
to direct a lost sailor.
When
you're this lost, it's the hopes and expectations of the
ship's crew that guide the vessel through the Seventh Sea
of the Astral (which ain't real water as much as the
condensed dreams of a billion sleeping primes), and to
the destination the crew most want to reach.
There
are a number of planar seas that can be reached in the
manner; seven destinations are currently known, and it's
likely there may be more. The Silver Sea of Mount
Celestia is connected (but only when fog banks or silvery
spray obscure the infinite mountain), the Blood Oceans of
the Abyss, the Ice Floes of Baator, the Brave Ocean on
Ysgard, Thalasia on Elysium, the largest lakes of
Arborea, and certain prime worlds when the planes are
aligned in the right conjunction...
The
Steep Ascent
By Clarion the Guardian
reports on a long and mountainous
climb from the Hells to the Heavens
(by Alex
Roberts )
A
new planar pathway has come to my attention. Known as the
Rugged Path, or the Steep Ascent, it links
a group of planes together whose organisation fits a
certain mindset possessed by bloods such as the
Archonites. The Rugged Path always appears as a rocky and
winding path leading both up and down. Depending on where
you find the path, special keys (real keys, made of
certain metals) may be needed to proceed one way or the
other. Don't ask how the barriers vanish when you're
travelling the other way, because I don't know.
The
Steep Ascent may be found in Baator, where the way up,
out of the plane, is barred by iron gates requiring green
steel keys. It touches every layer except for Stygia and
Cania, although it is seldom seen in Nessus. It touches
all layers of Gehenna, and here there are no gates, but
the path is frequently crossed by acidic streams and lava
flows. On the Cordant
Plane of Purgatory (if
certain explorers are to be believed) the ways up are
barred, but the keys are readily available to anyone who
shows himself honest and law-abiding. The gates here are
wood and the keys cast iron. On Mount Celestia, the Path
enters the plane by a causeway submerged some three feet
beneath the Silver Sea, to a distance of a mile out. The
gates here lead down, and are barred with silver gates
requiring gold keys. The Path only extends to the fourth
layer of Mount Celestia, and the petitioners gain nothing
from using it. Nevertheless, the archons love their
section of the Path and it is mentioned in many Archonite
and Planes-Militant hymns.
The
four planes touching the Pathway can all be reached from
the nominal centre of the path, the Concordant
Crossroads, which appears to be in the Outlands, although
the rest of the Land cannot be accessed from the
Crossroads.
The
World Serpent Inn
(by Jon
Winter)
A
famous tavern apparently from the Prime, the World
Serpent Inn is a curious planar pathway indeed, as it
shifts location from Prime to Outer Planes, and even
Inner Planes seemingly at will. Reputed never to remain
in the same place for more than one day at a time, it can
also be a hard place to find! Canny planewalkers (mainly
those with Guvner friends who seem fascinated by
cataloguing the almost unfathomable meanderings of the
tavern through the planes) learn to predict the World
Serpent's path, entering the place when it appears, and
remaining inside for exactly the right amount of time
(once inside, one hour is equal to one day outside, so in
one apparent day of travelling the Inn actually visits
twenty four different locations).
Nobody knows who built the place,
nor why it seems unfettered by the rules of normal time
and space, but shift it does, and many travellers are
thankful for that. The current owner and bartender is the
distinctly bizarre Zhora (Prime / female adult mercury
dragon / HD 13 / Cipher / LN), a good-natured and
affable, if secretive, creature who spends all of her
time in one humanoid form or other, usually that of a
comely tiefling. A travelling companion (if you will) of
hers is the fallen aasimon Altrico (Planar / male movanic
deva / HD 8 / Fated / N), a slightly cynical but
otherwise likeable celestial prone to fits of maudlin and
self-indulgent poetry concerning his fall from grace.
Altrico deals with the financial side of the business,
fortunetely for Zhora, who overly generous with her
treasure horde in the aasimon's opinion.
The
Wormholes
(by Jon
Winter)
Deep
beneath the surface of many of the planes winds a network
of tunnels and caverns. Somewhat analogous to the
Underdark of the Prime -- and indeed, the two networks do
occasionally overlap -- the Wormholes are a vast
sprawling mass of passages branching out from Pandemonium
where the exiles live, and tracing currents of secrecy,
scurrilousness and underhanded double-dealing right
across the Lower Planes. Pandemonium, the Abyss, Carceri,
the Gray Wastes, Gehenna, Baator and Acheron are all said
to have connections to the Wormholes, and the tunnels dig
into the Outlands as well. Rather more worrying, perhaps,
are the tales of secret passages that snake and sneak all
the way to the Upper Planes, emerging on windswept
Bytopian mountainsides, the crystalline caverns of Mount
Celestia and deep wooded groves of Arborea. If locals of
these planes find a connection to the Wormholes, woe
betide anyone beneath the surface, because like as not
the tunnel will be forcibly collapsed at the first
opportunity.
Used
by smugglers, bandits, fiends, assassins and knights of
the cross trade alike (mainly to slip things that they
shouldn't to the Upper Planes), the most dangerous
feature of the Wormholes are the other travellers you
might meet, who're more likely to slice your throat than
stop to greet you. Should you be fortunate enough to
avoid their nefarious advances, you ought to keep watch
on the passage rooves, not just for lurkers above, but
also rockfalls and cave-ins. The chant goes that the
Wormholes are passages left behind by giant planeshifting
worms who tunnel between planes in search of food.
Whether food includes humanoids is unclear, but nobody's
ever seen one of the creatures, so it could be that
they're long-dead. That wouldn't explain why new tunnels
appear all the time to replace ones that've collapsed
though.
Copyright 1998 by Jon Winter
and respective authors,
artwork by Jeremiah Golden and Jon Winter
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