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<blockquote data-quote="Emiricol" data-source="post: 1193779" data-attributes="member: 469"><p>Domain of Beher</p><p> </p><p> <em>It is a place of endless despair.</em></p><p> <em>It is a great battlefield of the Blood War.</em></p><p> <em>It is the home of Beher.</em></p><p> </p><p> </p><p> Domain is effectively a demi-plane that occupies a full quarter of the Underworld. Many portals through The Veil to both the Hells and the Abyss exist throughout Domain, and numerous devil and demon armies and their mercenary allies wage the endless battles of the Blood War here, their forces moving back and forth across the landscape as their fortunes wax and wane. The bones of the fallen, if they do not end up as Petitioners, are piled ever higher around the perimeter of Domain, creating the Wall of Beher that is both his protection from Nearon - and his prison.</p><p> </p><p> In Domain, the very air is a poisonous fume choked with ash and embers. Those not guests of Beher find that the pure evil of the land acts to siphon off all motivation, hope and energy, and eventually lose their very souls. Beher is particularly pleased when Paladins and Dwarven crusaders succumb to Domain's crushing gloom.</p><p> </p><p> <strong>Domain Traits</strong></p><p> Domain has the following traits:</p><p></p><p> <ul> <li data-xf-list-type="ul">* Normal gravity</li> <li data-xf-list-type="ul">Normal time</li> <li data-xf-list-type="ul">Finite size: The Walls of Beher comprise a circle approximately 3000 miles in diameter</li> <li data-xf-list-type="ul">Divinely Morphic: Entities of Greater Deity status can alter Domain, though Beher's will overrides that of even other greater deities; the plain has the Alterable Morphic trait for less powerful creatures</li> <li data-xf-list-type="ul">Mildly Negative Energy</li> <li data-xf-list-type="ul">Strongly Evil-Aligned: non-evil characters in Domain suffer a -2 penalty on all Charisma, Wisdom and Intelligence-based checks</li> <li data-xf-list-type="ul">Entrapping: This is a special trait. All non-Outsiders in Domain of Beher (without Beher's permission to enter) experience increasing apathy and despair while there. Each week spent in the Domain of Beher requires a Will Save (DC: 10+1/week in Domain). Failure indicates that the individual has fallen entirely under the control of the Plane, becoming a Petitioner of Domain. Those so trapped may never leave of their own volition and have no desire to do so. Memories of any previous life fade as Nearon slowly absorbs them, and it requires a Wish or Miracle-level spell to restore such characters to normal</li> </ul><p><strong>Domain Links</strong></p><p> Domain is heavily linked to both the Hells and the Abyss. A single giant gate leads through the Wall of Beher, leading as a portal to the plane of the Underworld. Beher's castle also contains a portal to his old home plane, a safe conduit for the many goblinoids of that plane to come in service to Beher in his prison - and also to communicate with Uluk and other outsiders.</p><p> </p><p> <strong>Domain Inhabitants</strong></p><p> Evil creatures of any sort can be found in Domain. Because this is the battleground in the Blood War, demons, devils, slaadi, formians and even the occasional deva can be found here, spying for the war effort or deserting their unit. Yugoloths also abound.</p><p> </p><p> Night hags are thick in Domain, as they seek petitioners and stolen souls to turn into larvaie, a form of spiritual currency for their kind.</p><p> </p><p> Besides Blood War detritus, night hags, and petitioners, Domain hosts herds of Nightmares, which service the many armies of Goblinoids that infest the plane. There are perhaps two goblinoids for each other Outsider on this plane at any given time.</p><p> </p><p> <strong>Petitioners of Domain</strong></p><p> Domain petitioners are mostly souls stolen from Underworld after Nearon has siphoned off their knowledge, but before they are claimed by their deities. They may also be those who came to Domain but then fell under the spell of despair that permeates the essense of the plane. They rarely speak, instead going about the tasks that the master of the plane, Beher, dictates for them. None would ever dare disobey The Tyrant.</p><p> </p><p> Particularly malicious mortals who enter Domain become larvae. These appear as Medium-sized worms with heads resembling their mortal heads. Most are likely to be consumed by Beher, their essence being absorbed into Domain, but some are used to power spells. Larvae not so consumed by Beher serve as currency among the many evil Outsiders and the devils and demons that come to Domain.</p><p> </p><p> Normal petitioners in Domain are immune to all mind-affecting spells or compulsions. Larvae have the following special petitioner qualities:</p><p></p><p> <ul> <li data-xf-list-type="ul">Immunities: Cold, Fire</li> <li data-xf-list-type="ul">Resistances: Electricity 20, acid 20</li> </ul><p> Other Special Qualities:</p><p></p><p> <ul> <li data-xf-list-type="ul">Wounding (ex): Every time a larva deals damage, the wound automatically bleeds for 1 additional point of damage every round until a Heal Check (DC 15) is made or magical healing is applied</li> <li data-xf-list-type="ul">Disease (ex) Following a battle wit larvae during which the larvae dealt any damage, wounded characters must make a Fortitude Save (DC 17) or contract devil chills (see Disease in Chapter 3 of the DMG)</li> <li data-xf-list-type="ul">No Planar Committment (ex): Unlike most other petitioners, larvae can be removed from Domain. Often, they are taken elsewhere to serve as food, barter, and basic "soulstuff" for fiendish projects, both demonic and devilish</li> </ul><p><strong>Movement and Combat</strong></p><p> Movement and combat in Domain are much like movement on the Material Plane.</p><p> </p><p> <strong>Domain Features</strong></p><p> X</p><p> </p><p> <strong>Domain Encounters</strong></p><p> Alternate randomly between Abyssal Encounters and Hellish Encounters (table 7-6 and 7-7, pp149-151, MotP)</p></blockquote><p></p>
[QUOTE="Emiricol, post: 1193779, member: 469"] Domain of Beher [i]It is a place of endless despair. It is a great battlefield of the Blood War. It is the home of Beher.[/i] Domain is effectively a demi-plane that occupies a full quarter of the Underworld. Many portals through The Veil to both the Hells and the Abyss exist throughout Domain, and numerous devil and demon armies and their mercenary allies wage the endless battles of the Blood War here, their forces moving back and forth across the landscape as their fortunes wax and wane. The bones of the fallen, if they do not end up as Petitioners, are piled ever higher around the perimeter of Domain, creating the Wall of Beher that is both his protection from Nearon - and his prison. In Domain, the very air is a poisonous fume choked with ash and embers. Those not guests of Beher find that the pure evil of the land acts to siphon off all motivation, hope and energy, and eventually lose their very souls. Beher is particularly pleased when Paladins and Dwarven crusaders succumb to Domain's crushing gloom. [b]Domain Traits[/b] Domain has the following traits: [list] [*]* Normal gravity[*]Normal time[*]Finite size: The Walls of Beher comprise a circle approximately 3000 miles in diameter[*]Divinely Morphic: Entities of Greater Deity status can alter Domain, though Beher's will overrides that of even other greater deities; the plain has the Alterable Morphic trait for less powerful creatures[*]Mildly Negative Energy[*]Strongly Evil-Aligned: non-evil characters in Domain suffer a -2 penalty on all Charisma, Wisdom and Intelligence-based checks[*]Entrapping: This is a special trait. All non-Outsiders in Domain of Beher (without Beher's permission to enter) experience increasing apathy and despair while there. Each week spent in the Domain of Beher requires a Will Save (DC: 10+1/week in Domain). Failure indicates that the individual has fallen entirely under the control of the Plane, becoming a Petitioner of Domain. Those so trapped may never leave of their own volition and have no desire to do so. Memories of any previous life fade as Nearon slowly absorbs them, and it requires a Wish or Miracle-level spell to restore such characters to normal [/list] [b]Domain Links[/b] Domain is heavily linked to both the Hells and the Abyss. A single giant gate leads through the Wall of Beher, leading as a portal to the plane of the Underworld. Beher's castle also contains a portal to his old home plane, a safe conduit for the many goblinoids of that plane to come in service to Beher in his prison - and also to communicate with Uluk and other outsiders. [b]Domain Inhabitants[/b] Evil creatures of any sort can be found in Domain. Because this is the battleground in the Blood War, demons, devils, slaadi, formians and even the occasional deva can be found here, spying for the war effort or deserting their unit. Yugoloths also abound. Night hags are thick in Domain, as they seek petitioners and stolen souls to turn into larvaie, a form of spiritual currency for their kind. Besides Blood War detritus, night hags, and petitioners, Domain hosts herds of Nightmares, which service the many armies of Goblinoids that infest the plane. There are perhaps two goblinoids for each other Outsider on this plane at any given time. [b]Petitioners of Domain[/b] Domain petitioners are mostly souls stolen from Underworld after Nearon has siphoned off their knowledge, but before they are claimed by their deities. They may also be those who came to Domain but then fell under the spell of despair that permeates the essense of the plane. They rarely speak, instead going about the tasks that the master of the plane, Beher, dictates for them. None would ever dare disobey The Tyrant. Particularly malicious mortals who enter Domain become larvae. These appear as Medium-sized worms with heads resembling their mortal heads. Most are likely to be consumed by Beher, their essence being absorbed into Domain, but some are used to power spells. Larvae not so consumed by Beher serve as currency among the many evil Outsiders and the devils and demons that come to Domain. Normal petitioners in Domain are immune to all mind-affecting spells or compulsions. Larvae have the following special petitioner qualities: [list] [*]Immunities: Cold, Fire[*]Resistances: Electricity 20, acid 20 [/list] Other Special Qualities: [list] [*]Wounding (ex): Every time a larva deals damage, the wound automatically bleeds for 1 additional point of damage every round until a Heal Check (DC 15) is made or magical healing is applied[*]Disease (ex) Following a battle wit larvae during which the larvae dealt any damage, wounded characters must make a Fortitude Save (DC 17) or contract devil chills (see Disease in Chapter 3 of the DMG)[*]No Planar Committment (ex): Unlike most other petitioners, larvae can be removed from Domain. Often, they are taken elsewhere to serve as food, barter, and basic "soulstuff" for fiendish projects, both demonic and devilish [/list] [b]Movement and Combat[/b] Movement and combat in Domain are much like movement on the Material Plane. [b]Domain Features[/b] X [b]Domain Encounters[/b] Alternate randomly between Abyssal Encounters and Hellish Encounters (table 7-6 and 7-7, pp149-151, MotP) [/QUOTE]
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