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<blockquote data-quote="(un)reason" data-source="post: 6242714" data-attributes="member: 27780"><p><strong><u>Dragon Issue 353: March 2007</u></strong></p><p></p><p></p><p>part 3/6</p><p></p><p></p><p>Demonomicon of Iggwilv: From an ancient demon lord with lots of mythical antecedents, to a brand new one, both in and out of the game. Malcanthet is the queen of Succubi, a far less alien evil than any of the preceding creatures. Course, that seductiveness has only aided her rapid rise to power, and she is quite capable of holding her own in one-on-one combat with most of the other abyssal lords. And when it comes to getting cults, thralls, and all that jazz, she has a huge advantage. Among the usual bits and pieces, we get some more little references that make it very clear just how much research they've done into D&D's history, a new, quite different form of incubi focussed upon rape, (shock, horror! mature themes! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) magic items, and an abyssal layer packed full of many quite different specific locations. The prospect of injecting a little sex into people's games seems to have boosted the writer's enthusiasm, because this is another one that has a strong sense of fun to it. The abyss is a big, complicated place, and deception and seduction definitely has a place there. Another entry I very much approve of. </p><p></p><p></p><p>Multiple Dementia: The big inner and outer planes may have remained fairly fixed since the 1e DMG, but there's always room for more demiplanes and ways to get around. So it's time for another article that collects and expands on some of the most obscure hints in previous books. Even I didn't know about all of these before! Good to see they still have the power to surprise me after all these years. </p><p></p><p>The Black Abyss (not to be confused with the infinite plane of chaos and evil) is a slowly disintegrating abandoned demiplane of caves surrounding a massive storm which none who enter return from. It's actually surprisingly peaceful in the outer reaches, and you could probably make it home for a few millennia yet before it disintegrates entirely. Plus there's plenty of hints about who used to live there. If you're an enterprising wizard who doesn't quite have the power to create your own demiplane yet, studying this place would help you learn a lot and hopefully avoid making the same mistakes in the long-term. </p><p></p><p>The demiplane of Imprisonment (not to be confused with Ravenloft, which is also a demiplane that imprisons nasty things with great efficiency) is an enormous crystal floating through the ethereal plane that contains some kind of terrifying unkillable monstrosity. Even trapped, it's dreams suck people in and drive them insane, and you may lose an entire party if they don't have any mental shielding while investigating. Not a good way to go. </p><p></p><p>Moil, The City that Waits is a relatively new addition to D&D's cosmology, mainly referenced in some necromancy related magics from Complete Arcane. Ripped from it's original world, and it's inhabitants placed into eternal slumber, it's a collection of interconnected towers who's bases simply disappear into rolling mist. Parts of it have been gutted by Acerack, and filled with deathtraps, while others still have their original inhabitants or other mysterious horrors lurking within. At 3 miles across, it's probably just about small enough for a group of epic level adventurers to clear out, especially if they have enough plane-shifting magic to jaunt in and out to heal (for being filled with negative energy impedes resting up inside a fair amount) between excursions. So this makes three cool locations adventurable, and sets a challenge to people to do the same for a bunch more. If the magazine had lasted longer, it's quite possible we would have seen them too. that's one set of sequels they could have kept interesting for a while, like the demonomicons and ecologies.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6242714, member: 27780"] [B][U]Dragon Issue 353: March 2007[/U][/B] part 3/6 Demonomicon of Iggwilv: From an ancient demon lord with lots of mythical antecedents, to a brand new one, both in and out of the game. Malcanthet is the queen of Succubi, a far less alien evil than any of the preceding creatures. Course, that seductiveness has only aided her rapid rise to power, and she is quite capable of holding her own in one-on-one combat with most of the other abyssal lords. And when it comes to getting cults, thralls, and all that jazz, she has a huge advantage. Among the usual bits and pieces, we get some more little references that make it very clear just how much research they've done into D&D's history, a new, quite different form of incubi focussed upon rape, (shock, horror! mature themes! :o ;) ) magic items, and an abyssal layer packed full of many quite different specific locations. The prospect of injecting a little sex into people's games seems to have boosted the writer's enthusiasm, because this is another one that has a strong sense of fun to it. The abyss is a big, complicated place, and deception and seduction definitely has a place there. Another entry I very much approve of. Multiple Dementia: The big inner and outer planes may have remained fairly fixed since the 1e DMG, but there's always room for more demiplanes and ways to get around. So it's time for another article that collects and expands on some of the most obscure hints in previous books. Even I didn't know about all of these before! Good to see they still have the power to surprise me after all these years. The Black Abyss (not to be confused with the infinite plane of chaos and evil) is a slowly disintegrating abandoned demiplane of caves surrounding a massive storm which none who enter return from. It's actually surprisingly peaceful in the outer reaches, and you could probably make it home for a few millennia yet before it disintegrates entirely. Plus there's plenty of hints about who used to live there. If you're an enterprising wizard who doesn't quite have the power to create your own demiplane yet, studying this place would help you learn a lot and hopefully avoid making the same mistakes in the long-term. The demiplane of Imprisonment (not to be confused with Ravenloft, which is also a demiplane that imprisons nasty things with great efficiency) is an enormous crystal floating through the ethereal plane that contains some kind of terrifying unkillable monstrosity. Even trapped, it's dreams suck people in and drive them insane, and you may lose an entire party if they don't have any mental shielding while investigating. Not a good way to go. Moil, The City that Waits is a relatively new addition to D&D's cosmology, mainly referenced in some necromancy related magics from Complete Arcane. Ripped from it's original world, and it's inhabitants placed into eternal slumber, it's a collection of interconnected towers who's bases simply disappear into rolling mist. Parts of it have been gutted by Acerack, and filled with deathtraps, while others still have their original inhabitants or other mysterious horrors lurking within. At 3 miles across, it's probably just about small enough for a group of epic level adventurers to clear out, especially if they have enough plane-shifting magic to jaunt in and out to heal (for being filled with negative energy impedes resting up inside a fair amount) between excursions. So this makes three cool locations adventurable, and sets a challenge to people to do the same for a bunch more. If the magazine had lasted longer, it's quite possible we would have seen them too. that's one set of sequels they could have kept interesting for a while, like the demonomicons and ecologies. [/QUOTE]
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