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Hammond Flicker's Guide
to the
Demiplanes
\pagebreak # Introduction This document is a personal project of mine, made for the annual project of 11th grade in my school. The original idea was to explore the Ethereal Plane of Dungeons & Dragons, which at the time was empty and barely fleshed out. (And it was also convenient to describe any small extremely magical worlds instead of finishing a big one by the deadline) Since then, Wizards of the Coast published Van Richten’s Guide to Ravenloft, Strixhaven, and with Journeys through the Radiant Citadel on the way and the (somewhat) confirmed Spelljammer, the planes of existence gets more and more attention. In this book, I describe Demiplanes, small microworlds that can be put in your roleplaying game. The worlds are my own, the generic information about the multiverse is either from AD&D's Planescape books or from the Forgotten Realms wiki, somewhere modified (for example the colors of Ethereal Curtains) when I figured something better or when I just made things up before looking more into the topic. It is needless to say that these worlds are (like in VRgtR) are skeletons and not fully fleshed, anything could and should be added to them. ___ > ##### Welcome Traveler! > > I am Hammond Flicker, interplanetary adventurer. Or at least I was one, now I’m an innkeeper here, on the Ethereal. What can I get for you? I have all kinds of drinks, but I’m afraid most of those are deadly strong for a simple human such as yourself. What’s that? You’re looking for directions? Well, I’m afraid there aren’t really any directions. I mean, even matter and distance works in a weird way. > > I can get you my guidebook though. It has most of neighboring demiplanes described. Some of them are great to visit, and other writings are rather have a how-to-survive feeling. Here, and take one these chalks too, you’ll need it if you want to return without burning too much magic.
### # Table of Contents ###
- - ##### Introduction - ### Part I - The Ethereal - - ##### Demiplanes - - - Location - - - Creation - - ##### The Ethereal - - - Border Ethereal - - - Ethereal Curtains - - - Deep Ethereal - - - General Change of Rules - - ### Part II - Demiplanes - - ##### The Bag - - - The People in There - - - Gangs - - - Points of Interest - - - Looting - - - Adventures in the Bag - - ##### Flicker's Kip - - - The Innkeepers - - - Areas of Flicker's Kip - - ##### The Gloom - - - A world without color - - - Zirsil - - - The Orb \columnbreak - - - Limited Magic - - - Points of Interest - - ##### Harmonia - - - The Plane of Music - - - Hear the Difference - - - Regions - - ##### Percivalia - - - The Man Behind the Magic - - - Spirit Split - - - Percival the Magic man - - - Hidden Knowledge - - - Points of Interest - - - Adventures in Percivalia - - ##### Myrtopia - - - The People - - - The Discovery - - - Ruins of a Civilisation - - - The Fate of Isaoise - - - The Ruins - ### Appendix A: Magic Items - ### Appendix B: Creatures and NPCs - ### Appendix C: Portal Code System
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# PART I ##### The Ethereal
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# Demiplanes Demiplanes are small planes located mostly in the depths of the Ethereal. They could be made by deities, powerful spellcasters, or just form naturally. All of them have unique properties, some are similar to the world we know, some are extremely different with even physical laws working in a different way. Some are needed to access from the Ethereal itself, some have a door to an other plane, such as Bag of Holdings and Mordenkainen’s Magnificent Mansion. ## Location Demiplanes are hard to find due to their small size. The most reliable way to get to one, is to find its door on the Material or other main plane. Spells, such as Plane Shift can work, but the required refinement of the tuning forks makes it almost impossible to do so. The Gate spell is a better choice for adventurers, however, the standard way of travelling through demiplanes are using Dimension Chalks. These black chalks with blue runes are found in Flicker’s Kip, a demiplane built to be a tavern for planetar travelers. Some demiplanes are accessible from their physical outside, but these tend to be rather “extra” about their physical laws. Most demiplanes meant for humans to survive are an impenetrable bubble from the outside, with glimpses of the world in there. ## Creation Demiplanes are usually formed naturally or created by deities. The more interesting ones at least. Of course, countless bags of holdings and magnificent mansions could be found, some are created by the Demiplane spell, but mortals could make their own worlds, if they plant a Demiplane Seed. > ##### Demiplane Seed spell > This spell is as in AD&D's Planescape books, sightly adjusted to fit this book'a narrative and 5th edition Dungeons & Dragons \columnbreak #### Demiplane Seed *8th level Invocation* ___ - **Casting Time:** 100 days - **Range:** Touch - **Components:** V, S, M (single flawless gemstone worth at least 1000 gp, oil of etherealness) - **Duration:** Permanent ___ High-level prime mages - especially those who grow bored of their home worlds - often seek this spell. Essentially, it creates a tiny pocket dimension within the Ethereal called a demiplane. The demiplanes created by this spell are very small, very minor planes unlike the major Demiplanes of Shadow, Time, or Dread. Not surprisingly, this spell must be cast while on the Ethereal. The actual casting only takes 1 round, but lengthy preparations are required before this can take place - the demiplane seed itself must be created. To start with, the wizard needs a single flawless gemstone worth at least 1,000 gp. Every day, for 100 consecutive days, the gemstone must be enchanted with the following spells: *enchant item*, *distance distortion*, and *rope trick*. At the end of the 100 days, it must be treated with oil of etherealness. At this time, only the wizard who has been preparing the seed can handle it, and they must take it into the Deep Ethereal and cast the demiplane seed spell. As the magic touches the prepared gem, the seed grows into an actual demiplane 10 feet in radius for every level of the caster. The demiplane grows slowly, enlarging only 1 foot in radius per day. Once it reaches its maximum size (as determined by the caster’s level), it doesn’t stop growing, but its growth rate decreases dramatically to only 1/2 inch radius per week (just over 2 feet per year total). The environment within the demiplane must be determined at the time of casting, but it can be whatever the caster desires (although no environmental effect within the plane can duplicate effects greater than those of 3rd-level spells), as long as the DM approves. Factors such as solid ground, air, water, and temperature must be determined by the caster. This spell cannot create life, nor can it create construction such as buildings, roads, wells, dungeons, and so on. These things must be added by the wizard in some other manner should he or she so desire. \pagebreakNum ### Creating Demiplanes If you, as a DM would want to make you own worlds, you can see the following steps for reference. **Determining why the world exists.** How, why and by whom was it created? Demiplanes most of the times have a purpose, and it is important to give your players answers when it comes to the origin of the plane. It could be made by a powerful wizard, long time ago, or maybe a deity. Some demiplanes form naturally in the Ethereal, that is an easy and convenient explanation as well. **Determining the physical laws.** The Ethereal works in mysterious ways, and so do some of the demiplanes. Think about gravity, time, day and night circles, weather, and the nature of the demiplane’s border. The borders could be slowly transitioning into the Ethereal, work as a wall or be similar to the relation between the Material plane and the Border Ethereal. **Determining the doors.** Most demiplanes have doors to the Material Plane or the Outer and Inner Planes. Such doors are the mouth of a Bag of Holding or the gate of a Magnificent Mansion, but simple doors, such as the backdoor of a tavern or a hole in an ancient tree could lead to a demiplane. **Determining the inhabitants.** Who lives there and why? An ancient wizard, or planetar merchants, maybe extraordinary creatures only found in that particular demiplane. Are they hostile, or peaceful with travelers? What do they know of their world? Answering these questions will help you bring more interaction in your game. **Determining some key areas.** These worlds shouldn’t be boring landscapes. A magical mountain, forests, cities, villages, buildings and monuments are always a good touch on your demiplanes. Give it a proper name, a let your adventuring party explore your new world! \pagebreakNum # The Ethereal In the Great Wheel cosmology, the Ethereal Plane exists inbetween the Prime Material Plane and the Inner Planes of the elements. This place connects to the Material Plane directly, so at certain points one can see through to the world of the living. The Ethereal is divided into the Border Ethereal and the Deep Ethereal. ## Border Ethereal The Border Ethereal is the part where it connects to the Material Plane and the Inner Planes. Here, creatures can see and hear our world, although they couldn’t communicate verbally with the other side, since there they are only able to see the ethereal creatures. Certain creatures, such as ghosts, can travel from the Material Plane or Inner Planes into the Border Ethereal and vice versa. When a creature who isn’t from the Ethereal cross the Border Ethereal, they, and all their belongings turn into ethereal material, taking up a similar foggy form to ghosts, in the color of the given Border Ethereal region. Here, they can fly with their force of will and pass through most of the objects on the Material Plane. Some dense materials, like lead and gold prevents ethereal creatures to pass. ## Ethereal Curtains Ethereal curtains are barriers between the Border Ethereal regions and the Deep ethereal. They are described as enormous walls of constantly moving and waving, colorful vapor, with the color of the region it separated from the Deep Ethereal. When someone approaches a curtain from the Border Ethereal, they fly off from the ground of the plane they were adjacent in, into the sky, and after a short while they will find themselves in a swirling wave of fog and vapor in the colors of the plane they were on, then they have traveled into the Deep Ethereal. ## Deep Ethereal The Deep Etheral gives home to the Demiplanes. Time moves ten times slow and only large blobs of flowing protomatter flows here, resembling giant soap-bubbles. These blobs form demiplanes naturally, or in some cases these are the main component for the ones who create demiplanes. Other than that, only shifting colors are seen on the horizon. | Plane of Existence | Ethereal Curtain Color | |:---:|:-----------:| | Prime Material Plane | Turquoise | | Feywild | Green | | Shadowfell | Black | |________________________|________________________| | Plane of Fire | Red | | Plane of Earth | Brown | | Plane of Existence | Ethereal Curtain Color | |:---:|:-----------:| | Plane of Water | Blue | | Plane of Air | White | |________________________|________________________| | Plane of Smoke | Grey | | Plane of Magma | Burgundy | | Plane of Ooze | Dark Purple | | Plane of Ice | Light Blue | |________________________|________________________| | Plane of Radiance | Shifting Rainbow | | Plane of Mineral | Light Pink | | Plane of Steam | Sky Blue | | Plane of Lightning | Violet | | Plane of Ash | Dark Grey | | Plane of Dust | Dark Brown | | Plane of Salt | Dark Blue | | Plane of Vacuum | Glassy Black | |________________________|________________________| | Plane of Positive Energy | Glowing White | | Plane of Negative Energy | Pitch Black | ## General Change of Rules **Flight.** Ethereal creatures both on the Border and Deep Ethereal can fly with their force of will. When someone is on the plane, they gain a flying speed equal to their Wisdom Score times three, rounded up to match the 5 feet cube system. In the Deep Ethereal, creatures can hover and fly freely, and ethereal objects don’t fall. **Ethereal Matter.** Creatures on the Border Ethereal cannot take damage originated form the Material or Inner Planes, and they cannot interact with them either. They are invisible and can pass through matter except barriers made of lead. **Ghost-like form.** Creatures on the Ethereal don’t need to eat, drink or sleep. Long rests could be done by meditating for 4 hours. While on the Border Ethereal, they take up a translucent form according to the color of the plane’s curtain. **Travel.** Space doesn’t work the same way as it does on the Material Plane. Creatures can travel through the Deep Ethereal only using their force of will and the travel can last from a few minutes to weeks, no matter the destination. Use Wisdom (Survival) checks to travel at a faster pace. **Limited Vision.** Creatures without True Sight cannot see anything on the Ethereal further than 60 feet, unless Ethereal light is present. Demiplanes and non-ethereal materials (for example the ruins Myrtopia) glow and can be seen from up to a 1000 feet away. \pagebreakNum
# PART II ##### Demiplanes
\pagebreakNum # The Bag Long ago, a mage called Colin had a bag of holding. Was it enough to hold all the riches he found on his adventures? Well, at first yes, sure it was enough. But soon he found out that the little space given by that item will not be enough to hold all his riches. So he created his own. But when you have the storage space of three mansions combined, it’s hard and tiring to organize. Still, it’s easy to use the Sack of Holding for your own advantage. Is there a magic item you don’t want to attune to, but might come in handy later? In the bag. Could it be cursed and you want to deal with it some other time? In the bag. You already have it, but some guy in town might pay a nice sum for it? In the bag. Need to hide an unconscious body? You guessed it: in the bag! Colin did the exact thing. Any inconvenience he had; he would just put it in a place of later worries. And well, he was one successful adventurer, and he collected a ton of gold and magical loot. Even some unfortunate commoners and bandits. But all great things must come to an end, and Colin eventually met with his doom. It’s not important where and how he died, the important thing is that the Bag belonged to no one, leaving all the riches and inhabitants untouched for years. ## The people in there Many poor souls ended up in Colin’s prison. Generations have passed, and they formed into different gangs, unaware of the outside world. They utilized different magic items, such as the *Table of Heroes Feast* to survive, and lit up the inside of their makeshift houses with magical lamps and potentially poisonous, but glowing plants. They use simple magic items, like an **Immovable Rod** in their everyday life, but more complex ones, such as staffs and wands, only work as building materials or firewood. But not only common folk ended up in the Bag, Colin would put monsters in there as well, only if they were small enough to fit in. Now nearly any kind of medium or small creature could be found in the bag. ## Gangs Most people in the Bag belongs to a larger group. Currently, there are four of them, as they try to survive in a world full of meaningless wealth. Each group consists of mostly humans, but there are some other races as well, however there is only one elf living here, since most of the long living races were smarter to cross Colin's path. There are trades between most of the groups, and a group does not have more than 40-50 members. **Trashers.** The Trashers are collecting everything they find. They spend little time trying to figure out how things work, so someone might find people here just running around in legendary robes or playing around with a literal artifact, not knowing what it is actually. Their leader is Flinn, a half-orc male (see **Appendix B**), who somehow figured out how to use a **Dancing Sword**, which he calls Stabby. He is just as dumb as cruel, and commands his followers to collect anything shiny for him to strenghten the pile below his throne, which he built himself from golden looking scrap. Therefore, the gang has several golden magic items and weaponry, only they don’t know how to use them, so the loot is just collecting dust in some corner. However, they are fighters, and Flinn is a mighty warrior as well, that is why the other gangs don’t pick on them. They consist of **Flinn**, 15 thugs and around 20 commoners. **Sciers.** The Sciers are a small commune of 25 ordinary people led by an elf woman, Shelara Philet, known as the Librarian (lawful neutral **mage**). She is the only one in the Bag, who wasn’t born there. The members are knowledge seekers, determined to understand their world better. They collect books, notes and easy-to-use magic items to survive and gain as many information as they can. Recently, they managed to send one of their own outside of the demiplane using a **Rope of Climbing**, but ever since, no one has returned, and they’re reluctant to do it again. **Bonyr’s snakes.** They are the one who found the dragon egg Colin threw in there. It eventually hatched, and their raised him. The silver dragon, Bonyr (use the **young silver dragon** statblock) quickly adapted and learned from the humans, and is now the leader of the group in humanoid form. They are the richest of all groups, thanks to their advance in growing plants, using a **Decanter of Endless Water**, some seeds they found in a box and dirt which they collected from a dead earth elemental they found. Bonyr also has a **Bag of Beans**, which he uses in extreme cases. He also knows how to use most magic items, making him one of the most powerful creatures of the demiplane. **The Gobblers.** This nomadic gang is the most hostile of all. They are bloodthirsty and anarchistic cannibals willing to attack and eat anyone in the hope of survival. Not much is known about them, although one thing is for sure: not a single soul wants to cross their paths from the other groups. Gobbler leaders usually become leaders because they touched something they shoudn't have. The gobbler leader has a permanent magical effect on themselves, such as glowing, unsual skin color or the ability to cast *thaumaturgy*. ## Points of Interest All groups, except the Gobblers have their own home, ready for adventurers to encounter. **Flinn’s bunker.** The trasher’s main base looks like a magical street market. They illuminate the area with glowgems they found in a lost bag. In every shack they have incredible riches, only they don’t have a concept of its actual value. Flinn’s tumble-down throne room is found in the middle of the settlement, slightly above all other buildings. \pagebreakNum **Biblia.** This is a library built from any kind of scrap the Sciers could find. It has different sections for wizard books, tomes, Colin’s notes, and other history related books. This is where the Sciers live and survive. **Snakes’ nest.** Bonyr’s gang are illuminating their base with glowing mushrooms. Most members have basic magic items and live in wooden houses around a field. Bonyr lives along with the people with his wife, Ilanna. ## Looting Obviously, a place like this has tons of things to loot. But mostly it’s just trash. The area looks like a fantasy junkyard, filled with clothes, bones, old coins, fake jewelry, and scrap. Finding a working magic item or anything, that costs over 50 gp would require a successful DC 14 Investigation (Intelligence) or a Perception (Wisdom) check and 20 minutes of searching. You can determine what they find using the *Dungeon Master Guide*’s random tables in Chapter 7. Colin would use most valuable stuff instantly, so the majority of the finds will be cursed or otherwise flawed (this applies to the inhabitants’ items as well). Use the table below to determine the characteristic of the loot. ##### Random Loot Flaws | d100 | Effect | |:----:|:-------------| | 01-50 | No flaw. | | 51-55 | The item is fake. | | 56-60 | The item is extremely old. It has a 10% chance of breaking every time it is used. | | 61-65 | The item is a trap of the Gobblers. | | 66-70 | The item is broken. It can be repaired. |
\columnbreak | d100 | Effect | |:----:|:-------------| | 71-75 | The item is broken. It cannot be repaired. | | 76-80 | The item is exceptionally ugly. | | 81-85 | The item casts a harmless magical effect on itself in every hour making it extremely annoying.| | 86-80 | The item is protected by magic.| | 91-95 | The item is sentinel and has a horrible personality not helpful in any way. | | 96-00 | The item is cursed. | ## Adventures in the Bag Although it’s hard to find the demiplane, there’s plenty to do, once inside. No adventurer leaves this place without treasure. ##### Adventure Hooks | d10 | Adventure Hook | |:----:|:-------------| | 1 | Shelara, the leader of the Sciers asks the adventurers to steal a tome the Trashers wouldn’t trade with them, due to its golden engravings. | | 2 | Bonyr’s snakes have experienced strange disappearance of their members. | | 3 | A speaking stone sphere hovers around trying to find someone to speak to. | | 4 | A **chain devil** asks the adventurers to help him find a way out and avenge Colin, in exchange of some valuable magic items. | | 5 | In Flinn’s bunker, Flinn demands that everyone hands him over all the gold they have, because he wants his pile to be bigger. | | 6 | Bonyr needs help with the planting of a bean from his **Bag of Beans**, but he’s reluctant to go out of his settlement fearing the Gobblers might attack, while he also knows that planting a bean inside the town means great danger as well. | | 7 | Adventurers meet a strange man in a tavern who claims that he once lived in a very big bag. | | 8 | The Gobblers have not attacked for a long while. The other groups are afraid that something terrible is coming. | | 9 | A loose monster is killing people all around the Bag. | | 10 | The mouth of the bag on the dark sky recently grew bigger. No one knows what happened. | \pagebreakNum # Flicker’s Kip A small island of nightlife and fun in the emptiness of the Ethereal, the number one go-to place for elementals, ghosts and planetar travelers all around the Inner Planes, Flicker’s Kip is the one and only tavern that have opened its doors in a demiplane. Drink primal wine and try out the ethereal stew. Hammond and Vesper can give their guide on plantar travel or provide a cozy, warm bed, if you feel like staying for the night. Enjoy the company of gith, genasi or who knows, maybe your own spectral ancestors. ## The Innkeepers Hammond Flicker is a planetar adventurer, who after visiting most of the major planes and hoarding up a smaller fortune, was able to create his own demiplane with his partner in love and business, Vesper, a changeling mage from the lands of Eberron. After they settled in and put a few adverts out in different planes and demiplanes, the place became filled with all kinds of life. Hammond is a human from the Prime Material plane, although he left his home early on by accidentally finding one of Sigil’s doors. Since then, he made friends and enemies in most factions and planes. He had other adventurer partners, but eventually he met Vesper in Sharn, the city of towers. Hammond was able do some magic, but eventually he was rather an inventor, while Vesper was the by-the-book wizard. Vesper made the demiplane, while Hammond made the blueprints of the tavern, which now they both manage. They are in the tavern half of the time, but they don't live here. They have a nice farmstead on the Sword Coast near Baldur's Gate. \columnbreak
## Areas of Flicker’s Kip The map on the next page shows the layout of the tavern. Each room are described here. ### H1. Main Hall This is the hearth of the tavern. There are no doors or windows of any kind on the walls that would lead “outside” since the guests arrive by more metaphysical means. Here, travelers can buy drinks and food from all over the multiverse, and they have something for any kind of creature let it be a devil a demi-god or just a simple human. They also sell **dimension chalks** and guides to the corners of the multiverse. The chalks cost 10 gp per piece, and the drinks and food are somewhere between 1 and 50 gold, depending on how extra you want to be with your meal. Vesper, Hammond or one of their employee are always here serving drinks behind the bar counter, the waiters are small modronite creatures made by Hammond. Time moves differently in the Deep Ethereal, therefore the place is filled in every hour with all kinds of folk from the multiverse. Use the table on the next page to roll out some of the interesting guests that mix in the colorful crowd of gith, elementals, ghosts and outer planetars. ### H2. Kitchen Hammond or Vesper prepares the meals and the drinks here. There are two tables a furnace and a few shelves filled with exotic food like primal fruit, magic mushrooms and ethereal meat and vegetables. Other than that, nothing of interest is found here. ### H3. Study and Archives Hammond and Vesper had many adventures and they recorded many of them. They obtain a huge amount of information, which could be bought along with the drinks. There are booklets about the demiplanes they visited, and in-depth guides about the Inner and Outer Planes, as well as the different Material ones. A booklet that gives you information about a specific plane, all the demiplanes, or offers basic knowledge about the planes of existance costs 100 gp (or one **soul coin**, the devils love those). ### H4. Pantry Although most of the tavern’s resources are in isolated demiplane pockets made by Vesper, some are stored here for the sake of easier accessibility. ### H5. Private Dining Rooms Some guests (mostly weird or shady ones) prefer to be alone or only in some other people’s company in a tavern. These three rooms are kept for them. Anyone can dine here, although it would be a bit more expensive. \pagebreakNum ### H6. Teleport Room This empty room is the main door of Flicker’s Kip. This is where guests arrive, and this is where they leave. The reason behind it is that the constant magical impact didn’t do good for the floor and also guests could just appear in other guests’ bedrooms or in private areas. Vesper made altered the magical restrictions of the demiplane so no one can teleport in or out except for the teleport room. This effect applies to spells such as Misty Step, these fail automatically, when tried to use outside of this area. The walls and floor are made of stone and remainders of magic circles drawn by either Hammond’s dimension chalk or the mages own decorate the room. The wooden arch leads to the Main Hall (H1) ### H7. Latrines The holes lead directly to the Ethereal so better not fall in there. ### H8. Upper Hall Some tables are on the 2nd floor as well, mostly used by the guests who rented one of the rooms for a few days. ### H9. Hallway This hallway leads to the guest rooms. Nothing of interest is found here. ### H10. Guest rooms There are ten rooms available for the night (not that there is nighttime here), all of them enchanted to suppress sounds from the outside. There are seven rooms for one person, two for four and one for a couple, but with a legendary artificer and wizard as a host this could be altered easily for anyone’s needs. One day of stay for a person costs 3 gp, or 7 gp with included dinner and breakfeast.
\pagebreakNum # The Gloom
Endless sea, and one lonely island: This is the Gloom, home of the ancient blue dragon, Zirsil. Pitch black sand and dark flora covers the land. A mountain can be found in the middle, with a ruined, ancient shrine on top in the never-ending storm, guarding one of the five *Orb of Dragonkind* which thought to be long gone. ## A world without color In the Gloom everything is dark and colorless. Anyone who travels here from other worlds experiences the same thing on themselves. No color at all, except for one: blue. Some flowers, some grains of sand, small aspects of trees and rocks. Anything that is not deep dark is gently glowing in a cyanish color. Zirsil’s presence is causing a huge storm all over the demiplane, which isn’t huge in size, but the barriers work differently than other worlds. One can leave the island, traveling through the endless sea, but eventually they’ll be back on the same land in a few hours of rowing. That is, if they survive the merciless sea. ## Zirsil After the Towers of High Sorcery defeated most of the dragons, eventually the five Orbs of Dragonkind disappeared, got destroyed or lost. One of the Orbs, however, was stolen by a dragonborn mage, who attempted to free the evil dragon inside: Zirsil. To keep his plan secret, he hid in a remote, abandoned, and lifeless demiplane to release the blue dragon. Something went terribly wrong, and the worshipper mage died, and Zirsil escaped her prison, only to find herself in a new one. The magical essence of the dragon formed the island, making a continuous storm and everything look lifeless and evil. \columnbreak Zirsil is a cruel and cunning creature, who isn’t aware of the world outside of the Gloom. She will be shocked if someone comes around and be hostile with any kind of traveler. Although she won’t attack at first, most adventurers would end up attacked by an ancient blue dragon by a conversation longer than a few minutes, except if they can give her what she wants: revenge. Zirsil is aware of what happened to her, that some mages came and imprisoned her in an orb. Her next memory is that she’s in a barren landscape with a dragonborn wearing the same signs as her defeaters. She killed her savior dragonborn quickly and never knew what he wanted actually. She thinks that she’s imprisoned by the Towers of High Sorcery. If someone comes here with knowledge about her past and can tell her the truth, she might not attack immediately, but if someone just tries to talk themselves out of the situation without proving that they’re not working for the Towers, they’ll probably die soon. Either way, she won’t let one thing to do for anyone. Touching the *Orb of Dragonkind*. ## The Orb On the top of the mountain in the middle of the island, there’s a small ruin, with a stone platform in the middle. On that platform is Zirsil’s Orb. This *Orb of Dragonkind* is empty, which means it does not have the powers an Orb normally has. However, the Orb is still connected to the dragon, and if someone with any magical knowledge would try to imprison her again, would succeed easily. To do so, a magic caster has to succeed on a DC 15 Intelligence (Arcana) check and perform a one minute long ritual close to Zirsil, in which she slowly disintegrates into the orb once again. \pagebreakNum ## Limited Magic The dragonborn didn’t want to be found, so he strengthened the barriers of the demiplane. This makes the Gloom basically undetectable by magic, but it also restrains magic within its borders. See the table below on what the chances on different types of magic are not to work when tried to use. Permanent effects, such as curses and racial abilities might disappear, but they come back, once the caster or target has left the demiplane. | Magic | Chance of Malfunction | |:---:|:-----------:| | Spells | 30% | | Magic Items | 20% | | Permanent Magical Effect | 50% | | Concentration spells | 60% (after the first round) | | Other Magical Powers | 30% |
##### Map of Zirsil's Shrine \columnbreak ## Points of Interest The island is barren, and other than the eerie flora, there's nothing much to see, except of course Zirsil and her story. **The shrine.** The shrine of the Orb is on the top of the island. Runes on the stones are glowing in a light blue color, and the orb is lifelessly sits on the platform in the middle. **Zirsil’s cave.** There’s a cave on the side of the mountain. This is where Zirsil stays when not flying around the island. It counts as her liar, while the regional effects apply to 6 miles around the cave (as described in the Monster Manual), with the exception that the thunderstorms are not only in a 6 miles radius but in the whole demiplane. **Body of the Dragonborn.** On the opposite side of the island lies the skeleton of the fallen mage, who tried to save Zirsil. \pagebreakNum # Harmonia Where music and harmony can be seen, the plane, where the auditive arts originate from, the place brought into existence by a god who seeked a perfect and beautiful world of euphony. This is Harmonia, a world of peace and rapture. Or at least at some places. ## The Plane of Music Harmonia is a place of notes, tones, chords and melody. It is called the Plane of Music for a reason: everything here resolves around the sounds pleasant for the human ear. It is also one of the more metaphysical demiplanes, the creatures that are embodiments of certain chords, the constant synesthesia and the familiar, yet distant melodies are more difficult to comprehend than the Material Plane. It is unsure how the demiplane was brought to existence. The most common theory is that it was formed naturally at the creation the Outer and Inner rings. Others believe that it was created by Ptah, the god of creation and creativity, \columnbreak to explore his own musical abilities. Many planetar artists come here to gain inspiration and many wizards grab a few crystals here and there. ## Hear the Difference Music is diverse, and so is Harmonia. There are many regions and landmarks here, as well as special anomalies. However, there are some effects that apply to the whole demiplane. **A familiar tone.** The skies make sound. It is a familiar tone that feels like you heard it before, but don’t know where. **Synesthesia.** Anything one hears, also sees in subtle colors. Things that make sound gently glow along with the notes. **Uncertainty.** This is a world where chaos and order are present at the same time. The landscape is composed of clouds and the sky is pure white. The borders are non-existent, if someone was to walk through them, essentially would find themselves at the Ethereal’s colorful clouds.
\pagebreakNum
**Nothing sounds wrong.** Even outsiders gain a perfect pitch in every way possible. Singing voice is mesmerizing, speaking feels melodic, even everyday actions are done in a rhythmic way. All Charisma (Performance) checks suceed that rely on singing or playing an instrument **Everything has a theme.** Creatures, places and other phenomenons are surrounded by their very own musical theme. For example, if someone would see the Vibrato Woods for the first time, they would hear a peaceful, yet mysterious tone in their ears. If someone is attacked suddenly, an aggressive sound of a string quartet would burst out. When achieving a goal of real importance, heroic voice would surround the fulfiller. ## Regions Harmonia is full of magical areas and phenomenons. Anywhere one goes, they are to meet unusal creatures, melodies and sometimes, danger. **Vibrato Woods.** The Vibrato Woods is a constant musical phenomenon. The trees are made of glass, giving a nice little tone every time something hits it gently. Singing birds are common, at least on the lighter areas of the forest, as well as some stray Henkies, bulky giants who like to break the glass trees and sing loudly. (use the **troll** statblock). The deeper one goes, the more sinister the place gets. The light, though still broke into the colors of the rainbow by the trees, slowly die out, and the Vibrato Woods’ name suddenly becomes meaningful. A small, almost unbearable, and annoying vibrating sound starts to take over sanity. And it’s not just that: the sound clearly has a center, deep in the forest, and no one knows what is its origin. \columnbreak **The Cleffs.** The mountain in the middle of Harmonia looks like a regular mountain at first glance. In a way it is, it could exist in the Material Plane as well. It is built like an organ: winds sweep through the cliffs and sing a sad, barren song. In the heart of the Cleffs lies Fort Issimo, the castle of music. Altino, a lone hermit and great adventurer bard is retired here, after getting rid of the shadow monster Hush, who ruled over both the Cleffs and Fort Issimo. Altino tells everyone that he killed the monster, but in truth he banished him into his medallion, which he wears day and night. **Andante River.** The Andante River flows slowly through the demiplane with a gentle hum. The water is clear and rich in life. Every morning, mists surround the shores putting to sleep everyone who breathes it in into beautiful dreams. **Orgelpunkt.** The lake the Andante River flows into is called the Orgelpunkt. On the side, there is a small village called Baritown, giving home to **satyrs**, and all the artists and explorers who dwell here for the time. The Vial Inn, lead by Trilla, the retired tiefling adventurer is the hub of the village. Here, planetars and travelers can rent a room, or have meal before exploring the plane of music itself. Meadoly. In the midst of the waving grasslands and hills, harmless local creatures are roaming around. Many lovers and artist come here at night, when the area glows as the air moves the transparent grasslands. **Octo Caves.** The Octo Caves are huge pits in the ground with occasional loud burst of air, composing a deep and onimous tune heard all around the demiplane. \pagebreakNum # Percivalia Beautiful green hills and blue skies, Percivalia is a rich paradise full of exotic flora and fauna. A huge castle with sharp edges and smooth walls sits in the middle of this demiplane, and as we go inside, we see a man in his forties in a colorful robe passing by. Inside, there is a man in his forties in a colorful robe walking down the halls. The exact copy of the man before sits on an antique sofa, carefully making notes. In a room full of alchemist tools and potions, a teenage boy talks with an old man, they look exactly like each other, and everyone else in this strange castle. This is Percival Crystalstone. Each and every one them.
#### *We are brilliant. How come we didn’t think of that sooner?* – Percival Crystalstone after a breakthrough in extraplanetary biology.
## The Man Behind the Magic Percival Crystalstone was a wizard from Toril, who after mastered wizardry, seen the whole world and gathered an incredible fortune, decided to leave the Primal Plane, for there weren’t much else for him to stay there. Therefore he left. Through the Ethereal to the Inner Planes and the Elemental Chaos, and from there to the Astral and the Outer Planes. Some say he got to spoke to the Lady of Pain herself. Learned everything he could from the mysteries of the Multiverse. Until he decided to settle down. He spent almost a year gathering magical components and information to create his own demiplane, which he later called Percivalia. He used it as a place for his cloning experiments, making “backup copies” of himself, using the Clone spell, eventually making himself immortal. He forged the barren demiplane, which initially was just a flat ground and a crystal container with some alchemic machinery, into a peaceful paradise for arcane research. He learned a lot through his travels, and he was able to alter the cloning process. Normally a Clone spell creates a copy of your body, and in case you die, your soul travels to your clone. Until then, the body is lifeless. Percival was able to change that. His method made the soul to split into two. And then, as more, and more clones were made, split into more little pieces. His reason is unknown. He could’ve been mad or just lonely, or maybe he wanted to make a perfect world, well, at least as he imagined. \columnbreak ## Spirit split A split soul is not as bad as it sounds. Your soul contains your memories and your basic instincts. Therefore, when a soul controls two bodies, the two will have the same alignment and memories, as of the time of split. A body doesn’t know everything another does, but it will remember major events, even if it happened to the other one. For example, many Percivals take walk in the forest near the castle, but they remember their trip individually, because it is unimportant. Still, they might have dreams or déjà vu feelings about trips they did not take, later. But when a Percival dies or discovers something important (intruders, perhaps), the others will know immediately. But it’s not just the memory that works weirdly in a commune with one spirit. Percival can talk to himself, dozens of other Percivals at once. He is already a genius, but this way he can think and work twice the speed. First and foremost, it works like telepathic hivemind, only slightly different since they are individual entities. There is a huge downside, however. A soul can only hold a certain amount of magical power, even if it has different bodies. There are about sixty Percivals, so he cannot cast high spells without thoughtful preparation and rituals. He needs all his power in one body. He doesn’t need much “traditional” magic, however, since he was able to build countless magical machinery, which are doing the work for him. All Percivals can cast cantrips, but for anything higher more and more of them need to collaborate in a ritual. ## Percival the magic man Percival has been in seclusion for a long time. He has spent almost a century talking only to versions of himself. He doesn’t communicate with the copies as other Percivals, he speaks to them as they were himself. He is arrogant and a bitter person. Visitors are not allowed at his place. Although he won’t be hostile at the sight of adventurers, he will drive them the other way in a rude manner. He is also probably one of the most curious and inventive people. He created his own demiplane, made copies of himself, and started experimenting on everything. New spells, artificer gadgets, upgrading and creating magical items and creatures. However, he does not and didn’t experiment on humans and other sentinel creatures, because even if he’s selfish and thinks better of himself than anyone, he is not an evil being. Time to time one of the Percivals go out of the demiplane to get things for his experiment. Usually one of the Outer Planes for a special shrub or fruit, maybe hellish metal or gears from Mechanus. Perhaps it’s one of the Elemental Planes for arcane material or the Prime Material Plane for an ancient relic or artifact. \pagebreakNum
## Hidden knowledge Percival does not want to share his marvels with the world. Percivalia is carefully encrypted and defended against stray planewalkers. No one can enter with any kind of teleportation or spell, the only ways are the physical entering from the Etheral plane, or through Percival’s gate. Percival has one permanent gate, which leads to a different place in every hour. Someone can go through the portal from Percivalia at any time, but cannot go back, unless has the passcode (see: Appendix III) for the demiplane, and therefore is able to create a portal. Because he has troubles with casting spells on his own, he has created a specific magic item, the glomerated portal, a small sphere which opens a portal to a pre-programmed destination when smashed, in this case, Percivalia. Maybe thirty years ago, Percival went on a mission to Toril, had an incident with some bandits, lost his glomerated portal, and the body which he used. He does not know where it happened, and the portal could be anywhere. On the ground in a forest, in a magical museum, maybe in a merchant’s pocket. He worries that someone, someday will find out how it works, and get into his world. ## Points of Interest Percival’s landscapes are idyllic, green hills and blue skies. Main landmarks are describe below. **The Castle.** Percival lives in a huge castle in the middle of the demiplane. It is a two story building with a farm for special bred animals and a tower, which functions as a library. The first floor functions as Percival’s main research base, with a small greenhouse towering through both floors. Here, he has a workshop, a laboratory, an enchanting room, which functions as a portal room as well, and a cloning chamber. The second floor is the resident of Percival’s bodies with a cafeteria. The tower stands between the castle and the garden, and not just only connects the two floors, but is also a three story library, with a grand enchanting room at the top, which he uses for larger projects. **Crystal Forest.** The Crystalstone forest is filled with plants and trees all around the multiverse, some of them are Percival’s unique creation. Clean paths are leading through the forest, perfectly fit for a good morning walk. Percival’s mutated and modified animals, which can survive in a biome like this freely roam around the area. **Stone Lake.** The lake close to the castle is almost magically clear and has many kinds of fish and other watery animals in it. Percival usually tests his underwater based creations (both organic and inorganic) here. Recently, he made a submarine, which can be controlled by one’s mind, but he has not tested it yet. ## Adventures in Percivalia Even though Percival does everything not to have visitors, some might come around. Adventurers can be friendly, and Percival won’t be hostile with them either, but it’s easy to enrage the wizard, and hard to impress him. | d4 | Adventure | |:---:|:-----------:| | 1 | Adventurers find the lost glomerated portal and get into Percivalia by accident. | | 2 | Adventurers meet with Percival on a plane other than Percivalia, and Percival offers them an award if they help him test one of his creations. | | 3 | A mage asks for help from the adventurers, because some of his expensive components are missing. The clues lead them to the conclusion of an extraplanetary thief, Percival. | | 4 | Percival has stolen the egg of a chromatic dragon, who avenges her child on the nearby village. | \pagebreakNum # Myrtopia Myrtopia is a place of unkown origin. Probably a deity created it thousands of years ago, with including intelligent life. The whole demiplane is a city with literal skysrapers, reaching even the top of the world’s barriers, and incredibly advanced magical powers and technology. But not just science has grown in this bubble-world, society has reached its peak as well: this, my friend, is a perfect utopia.
#### *Have you ever wondered what’s on the other side? Like what if we just aren’t alone in this world?* – a clueless myrtopian.
## The people Myrtopians are humanoid, but not human. They’re slender, fragile creatures with blue skin. Most were raised in a lovely household with two parents and one sibling. They gather, organize and share knowledge, learn to do simple magic in school and eventually become a valued member of their society. There is art, theater, and music among the sciences as well, giving the people a way of entertainment. Myrtopian literature is one of the richest of the multiverse. But still, they value technology and science above all else. They categorized all living organisms in the demiplane, recorded all history and built countless magical gadgets to improve their way of living. However, something grand happened. Something, that changed the way of the Myrtopian race forever. ## The discovery The barriers have always been an interesting topic for the myrtopian scientists. These barriers resembled mirrors, hiding the exictence of the Ethereal on the other side. One day, a great scientist, Iasoise, built a machine to extract a piece of the barrier. Her theory was that the world’s walls are like a bubble, and with the sufficient sucking power, it would be possible to subtract a small piece of the barrier and examine it. The machine was built, and it worked. They put it next to the barrier and turned it on. It worked just as Iasoise thought it would. On the other side of the machinery, a little bubble hovered. But it was not just an ordinary bubble. A small jungle, wild and untamed, with trees unknown to the myrtopians was in it. It was the birth of a new demiplane. Iasoise rightfully concluded that Myrtopia must be similar to the bubble they made. This led to excitement along the whole city. Questions arose: “Are we alone?” “What is on the other side?” Iasoise felt she must answer these questions, so she started working on her next project. Sending something (or someone) on the other side. After some experiments, she successfully built a space capsule, and was ready to see what’s on the other side herself. But Myrtopia’s borders weren’t meant to withstand such penetration. It snapped. As Iasoise’s capsule passed, the demiplane broke with a loud pop, and the perfect world, once known as Myrtopia, died. ## Ruins of a Civilization The demiplane, as is, was destroyed. Everything inside was sucked out into the Ethereal. The place where the plane originally stood, there’s only ruins left. But not everything was lost. The culture, the arts, the knowledge. Things that were no longer practiced, but still lived. Someone who would salvage through them can uncover forgotten history, find memories of a world, that once was. Time has stopped. All myrtopians perished in the explosion. One’s body cannot stand the destruction of time and space. But other denizens came along. Some githyanki deserters survives here, along with the horrors of the Ethereal. ## The Fate of Isaoise All myrtopians died, and their souls became ghosts. Ideally, souls inside the demiplane wouldn’t leave, they would reborn inside. Without such place, they had to be continue living as they could. They weren’t bound to the ruins though. Except for the scientist, Isaoise. Throughout the years, they left, leaving her behind. Isaoise is broken in a forgotten world. She does not go close to the githyanki, and the phase spiders and other traveling-through specters leave her be. Her soul could be freed if someone recorded as much information about the world as they could and stored it in a safe place. If her world would be known, and the perfect world could live on in books, artifacts and songs.
\pagebreakNum . \columnbreak There are many records around the ruins. Holo-cubes storing personal diaries and stories, alien music sheets and books with all the myrtopian knowledge. It is hard to find all the information, since most of it has been destroyed and various monsters and gith wonders around, but once did, Isaoise could show the well-doer how the technologies of the demiplane works.
## The Ruins The landscape overlaps the Ethereal. Colorful clouds and mists fly around slowly between the floating ruins of Myrtopia’s skyscrapers. There is a main land, a floating island with most of the buildings on it. The more stable buildings are either are, or were shelter for deserter githyanki and other creatures of the ethereal who have joined them, such as hags, ghosts and other giths. These groups try to avoid phase spiders, who are slowly taking over the once utopistic city. There are many signs of them dwelling in the area, one who explores the ruins briefly, will find cobwebs, hatched eggs and even the phase spiders themselves. Since this demiplane is no longer part of its own physical existence, the rules of the Ethereal apply here, when determining movement and travel (See Chapter 1). \pagebreakNum # Appendix A: Magic Items ### Dimension Chalk *Magic item (very rare)* ___ The dimension chalk has seven charges. You can use a charge to spend 10 minutes drawing a door onto any solid surface, which acts as if you casted a Gate spell, except you don’t need concentration to keep it active for 1 minute (but you still can close it willingly). One charge is to draw a 20 ft. line, which is enough for medium creatures to comfortably fit through it. You can spend more charges and an extra 5 minute for each to extend the size of the door. For example, if you would like to create a square shaped portal, which is 10 ft. x10 ft., then you would need to use two charges. The portals can be any shape you choose. Once all the charges are gone, the chalk disappears.
\columnbreak ### Glomerated Portal *Magic item (rare)* ___ Percival used these small orbs to travel quickly back to his demiplane. When this half-inch diameter pearl is thrown at high speed, it opens a portal to another plane of exisctence on impact, pre-determined by the creator of the item. The portal stays open for one round, and the act destroys the Glomerated Portal.
### Whistle of the herd *Magic item (rare)* ___ Used by Percival to take better control of the new experiments he made. When you blow into this whistle, all beast type creatures in a 30 ft. radius sphere become charmed by you. They do not follow you, and they don’t turn friendly, but hostile beasts calm down don’t attack. The charm lasts for 1 minute.
\pagebreakNum ### Magic Wand Extension *Magical item (rarity varies)* ___ These objects enchant wands. When attached to the end of a wand, it changes or modifies the effect, when used. Percival Crystalstone made them to make his own collection a bit more versatile. Only one of them can be equipped at a time. #### Blaster *Rare, attachable to a wand that has at least one charge* ___ This wand extension head stores all magical power in the wand until used. It allows the user to expend all charges at once as an action. If the wand has multiple ways to use charges, it uses only one way when used, determined by the caster. #### Cannon of Six *Legendary, attachable to up to six wands* ___ This device has six slots in which you can place wands. The device requires a creature to operate with two hands. As an action, all the wands fire, casting their effect which requires the least amount of charges (unless the user previously spends 10 minutes to calibrate it to a different power). All effects which have a longer range than self, gains a range of 120 feet, and all effects concentrate on one target, even if a wand's power allows multiple ones. The Cannon of Six is 350 lbs., but it's head could be rotated to any direction. #### Charger *Rare, attachable to a wand* ___ This wand extension can be equipped to the back of the wand instead of the front. When the wand would gain back charges, but it's full, all the charges left go to the Charger, to a maximum of 3 charges. If the Charger is removed, it loses all charges. The Charger can be equipped with other wand extensions. #### Converter *Common, attachable to a wand that deals damage* ___ This wand extension head allows the caster to alter the damage type the wand causes to any other damage type. It takes a Bonus Action to change the output. #### Double Barrel *Common, attachable to a wand* ___ This wand extension head doubles the effect of the magic. When the wand is used, it is immediately casts the effect again, on the same target(s), using the same amount of charge. Alternatively, it can be used to half all attributes of the effect, including range, number rolled on the dice, and area, but not the amount of the targets. #### Silencer *Common, attachable to a wand* ___ If the wand made any noise when being used, with this head, it does not. \columnbreak #### Snipe *Uncommon, attachable to a wand that has a range* ___ With this wand extension head, the range of the wand's effect is doubled.
\pagebreakNum # Appendix B: Creatures and NPCs ## The Bag ___ ___ > ## Flinn > *medium humanoid (half-orc), lawful evil* > ___ > - **Armor Class** 18 (plate armor) > - **Hit Points** 138 (13d8+41) > - **Speed** 30ft. > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|8 (-1)|16 (+3)|8 (-1)|14 (+2)|10 (+0)| >___ > - **Saves** STR +6, DEX +2, WIS +5 > - **Skills** Athletics +6, Intimidation +3 > - **Senses** passive Perception 12 > - **Languages** Common, Orcish > - **Challenge** 5 (1800 XP) >___ > ***Martial Advantage.*** Once per turn, Flinn can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of Flinn that isn’t incapacitated. > > ***Stabby, the Dancing Sword.*** Once per turn, Flinn can move Stabby up to 30 feet in a 30 feet sphere of himself. Flinn can wield the sword as if a normal longsword, or cast it in the air, where he can make it hover in 30 feet of himself. After Stabby attacked four times, it tries to reunite with Flinn, flying into his hand. > ### Actions > ***Multiattack.*** Flinn makes four melee attacks, either with his longsword, or with Stabby. > >***Longsword.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) > >***Stabby.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 7 (1d8 + 3) >### Reactions >***Parry.*** Flinn adds 3 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon.
___ > ## Gobbler > *medium humanoid (any), chaotic evil* >___ > - **Armor Class** 12 > - **Hit Points** 40(6d8 + 10) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|11 (+0)|5 (-2)|12 (+1)|6 (-2)| >___ > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 1/2 (100 XP) >___ >***Pack Tactics.*** The gobbler has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated. > ### Actions >***Multiattack.*** The gobbler makes two attacks. > >***Club.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) > >***Handaxe.*** *Ranged Weapon Attack:* +6 to hit, reach 20/60ft., one target. *Hit* 5 (1d6 + 2) \pagebreakNum ___ > ## Gobbler Leader >*medium humanoid (any), chaotic evil* >___ > - **Armor Class** 15 (studded leather) > - **Hit Points** 65 (10d8 + 20) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|16 (+3)|11 (+0)|5 (-2)|1 (+1)|6 (-2)| >___ > - **Saves** STR +4, DEX +5, WIS +3 > - **Skills** Athletics +4 > - **Senses** passive Perception 11 > - **Languages** — > - **Challenge** 2 (100 XP) >___ > ***Brighter than the others (optional).*** The gobbler leader emits bright light in 5ft. and dim light in another 5 ft. > > ***"Magician" (optional).*** The gobbler leader can cast the *Thaumaturgy* cantrip. > ### Actions > ***Multiattack.*** The gobbler leader makes two attacks. > > ***Scimitar.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 5 (1d7 + 2) > >***Handaxe.*** *Ranged Weapon Attack:* +7 to hit, reach 20/60ft., one target. *Hit* 5 (1d6 + 3) >### Reactions > >***Parry.*** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon. \columnbreak ## Harmonia ___ > ## Stac-cat >*Tiny fey, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 12 (2d8+4) > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|3 (-4)|12 (+1)|10 (+0)|14 (+2)|11 (+0)| >___ > - **Senses** Passive Perception 13 > - **Languages** — > - **Challenge** 1/4 (50 XP) > ___ > ***Keen Hearing and Smell.*** The stac-cat has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Empowered Meow.*** Until the end of its next turn, the stac-cat deals additonal 1d4 damage on its next Sonic Meow attack, if it has devoured sound with its Devour Sound action. > > ***Harmeownic Union.*** While the stac-cat is in within 30 feet of two or more stac-cats, they begin to sing a simple tune in meows. Each stac-cat gains advantige on Charisma (Performance) checks, and each creature who can hear the tune other than the stac-cats have to roll a DC12 + the number of the stac-cats Wisdom saving throw. If they fail they become charmed by the stac-cats for one minute. If they succeed, they are immune to this effect for 24 hours. A creature can repeat the saving throw at the end of their turns. > >***Emergency Teleport.*** If the stac-cat is attacked, but not hit, it automatically can use its Teleport action. > ### Actions > > ***Sonic Meow.*** *Ranged Attack* +3 to hit, Range 15 ft., one target. *Hit:* 4(1d6+1) thunder damage > > ***Teleport (Bonus Action).*** The stac-cat magically teleports itself with a sharp burst of sound, up to 40 ft. to a place it can see. > > ***Devour Sound (Recharge 5-6).*** While within a creature or object that makes any kind of noise, and that the stac-cat can see, the stac-cat can choose to devour the sound. The target has to make a DC12 Constitution saving throw or be rendered silent, as if under the effects of the Silent spell, until the start of the stac-cat's next turn. Objects fail this saving throw automatically.
\pagebreakNum ___ > ## Hush >*Large elemental, chaotic evil* > ___ > - **Armor Class** 15 > - **Hit Points** 90 (12d10+24) > - **Speed** fly 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|20 (+5)|14 (+2)|6 (-2)|10 (+0)|6 (-2)| >___ > - **Saving Throws** STR +5 DEX +8 > - **Damage Resistances** lightning; bludgeoning, piercing and slashing from nonmagical attacks > - **Damage Immunities** poison, thunder > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** Darkvision 60 ft. Passive perception 10 > - **Languages** — > - **Challenge** 5 (1,800 XP) > ___ > > ***Smokey from.*** Hush can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. > ***King of Silence.*** The area of a 30 feet diameter sphere centered around Hush is treated as under the effects of the Silence spell. > > ### Actions > ***Multiattack.*** Hush makes two slam attacks. > > ***Slam*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage > > ***Possess (Recharge 4-6).*** A creature in Hush's space must make a DC13 Constitution saving throw. On a failure, the target takes 10 (2d8+2) psychic damage and is knocked prone. Hush is now inside the creature's body and immune to all damage except psychic, and cannot perform actions until it takes over the target's body or leaves it. When it would take damage except for psychic, the possessed creature takes the damage. > The target can act on its turn however it would like, but at the end of each of its turn it must succeed on a DC15 Wisdom saving throw or Hush takes over its body. In this state, Hush looses all its previous, and gains all of the target's abilities. Hush also can leave the body on command, but it must do so if the body falls unconscious. > If the Wisdom saving throw was successful, the traget remains in control of its body until at the end of its next turn, when it has to repeat the saving throw. As an action, the target can make Hush leave, by succeeding on a DC13 Constitution saving throw. If they fail, they take 10(2d8+2) psychic damage, and Hush stays.
\pagebreakNum ## Percivalia ___ ___ > ## Percival Crystalstone (1 body) >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 12 (15 With Mage Armor) > - **Hit Points** 99 (18d8+18) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+2)|12 (+1)|20 (+5)|15 (+2)|16 (+3)| >___ > - **Saving Throws** INT +9, WIS +6 > - **Skills** Arcana +13, History +13 > - **Damage Resistances** Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin) > - **Senses** Passive Perception 12 > - **Languages** Common, Infernal, Elvish, Giant, Dwarvish, Draconic > - **Challenge** 12 (8,400 XP) > ___ > ***Magic Resistance.*** Percival has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Percival is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Percival can cast disguise self and invisibility at will and has the following wizard spells prepared (although he can prepare any wizard spells): > > Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp > > 1st level (4 slots): detect magic, identify, mage armor*, magic missile > > 2nd level (3 slots): hold person, mirror image, misty step > > 3rd level (3 slots): counterspell, fly, lightning bolt > > 4th level (3 slots): banishment, fire shield, stoneskin* > > 5th level (3 slots): cone of cold, scrying, wall of force > > 6th level (1 slot): globe of invulnerability > > 7th level (1 slot): teleport > > 8th level (1 slot): mind blank* > > 9th level (1 slot): time stop > > *Percival casts these spells on himself before combat if he's able to do so. > > ### Actions > > ***Gadget.*** *Melee or Ranged Weapon Attack:* +9 to hit, reach 5 ft. or range 60/120 ft., one target. *Hit:* 1d8+5 ___ ___ > ## Percival Crystalstone (15 or less body) >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 12 (15 With Mage Armor) > - **Hit Points** 50 (9d8+9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+2)|12 (+1)|20 (+5)|15 (+2)|16 (+3)| >___ > - **Saving Throws** INT +7, WIS +4 > - **Skills** Arcana +9, History +9 > - **Damage Resistances** Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin) > - **Senses** Passive Perception 12 > - **Languages** Common, Infernal, Elvish, Giant, Dwarvish, Draconic > - **Challenge** 4 (1,100 XP) > ___ > ***Magic Resistance.*** Percival has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Percival in this state is an 8th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Percival has the following wizard spells prepared (although he can prepare any wizard spells): > > Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp > > 1st level (4 slots): detect magic, identify, mage armor*, magic missile > > 2nd level (3 slots): hold person, mirror image, misty step > > 3rd level (3 slots): counterspell, fly, lightning bolt > > 4th level (2 slots): banishment, fire shield, stoneskin* > > *Percival casts these spells on himself before combat if he's able to do so. > > ### Actions > > ***Gadget.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 60/120 ft., one target. *Hit:* 1d8+5 \pagebreakNum
___ ___ > ## Percival Crystalstone (16 or more body) >*Medium humanoid (human), neutral* > ___ > - **Armor Class** 12 (15 With Mage Armor) > - **Hit Points** 22 (4d8+4) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+2)|12 (+1)|20 (+5)|15 (+2)|16 (+3)| >___ > - **Saving Throws** INT +7, WIS +4 > - **Skills** Arcana +9, History +9 > - **Damage Resistances** Damage from Spells > - **Senses** Passive Perception 12 > - **Languages** Common, Infernal, Elvish, Giant, Dwarvish, Draconic > - **Challenge** 1/2 (100 XP) > ___ > ***Magic Resistance.*** Percival has advantage on saving throws against spells and other magical effects. > > ***Spellcasting.*** Percival in this state is a spellcaster who can only cast cantrips. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). > > Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp > > ### Actions > > ***Gadget.*** *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 60/120 ft., one target. *Hit:* 1d8+5 ### Percival Crystalstone There are 60 bodies of Percival currently, but at most times 10-15 are out adventuring and doing their business. Fighting Percival is an easier task at first, but as the magic starts to concentrate in one body it gets more and more challenging. When there are only 15 Percivals left, he is able to cast spells with spell slots. Since Percival is still one person, the spell slots are commutative, so the 15 (or less) Percivals all loose a spell slot when one of them casts a spell. Out of combat, he can cast any prepared wizard spell as a ritual if 10 or more Percival works on concentrating their magic in one body. When Percival would "enter" to a new stage, all bodies regain their max Hit Points, but not their spell slots. \pagebreakNum # Appendix C: Portal Code System When I was working on the mechanics of the **Dimension Chalk**, I asked myself, why would it take someone 10 minutes to draw a simple rectangle. The answer was the coordinates of the multiverse. Whenever someone draws a door, they need to calibrate it to the desired place, using 15 different symbols. The final sigil of the destination is a combination of a symbol that consists of three shapes (this one is in the middle), three ones that consists of two, and three smaller ones for fine tuning. It is also important to know the coordinates of the place you want to go, for example for a demiplane, on larger planes, such Toril or Avernus it is enough to know the middle one, since that's the one that determines the plane itself, and the others could be guessed. In Flicker's Kip, Hammond and Vesper sells information about the demiplanes' coordinates, as well as more fine-tuned coordinates for the Prime Material, Inner and Outer Planes, so you can make sure not to end up deep below the ocean, in the River Styx or the Underdark. Most spellcasters who study the multiverse should know about these coordinates as well as know the middle, three-part coordinate for the larger planes. This system is enterly optional, I was just expanding on an idea, which I thought would be fun to use.
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Worlds of the Ethereal
Writing these worlds was quite the challange for me. I think would have written more if I had managed my time better, I had some great ideas, but all in all I'm satisfied with the result. I thank for my consultant, Nádori Gergely, who gave me Tolkien's *Secret Vice*, which helped me with not just this project but with all my RPG games as well. My head teacher, Chrenkó Timi, for being helpful and amazing as always. All the D&D club members and my friends, especially Bálint, Lilla and Simi for helping me fleshing out my worlds and ideas by playing with me as Zherakos, Jin and Denis. The r/UnearthedArcana community and my father for helping with the mechanics, and last but not least my school for giving me the opportunity of writing this book.
All the art, descriptions, magic items and monsters were made by me.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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