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- Archons | Digital Demiplane
In Dungeons & Dragons, archons are powerful celestials from the Seven Heavens of Mount Celestia - the afterlife of good and lawful folk. Archons themselves were once mortals who died and became celestial spirits to protect the heavens, and fight cosmic threats. There's a lot of types of archon. Some look like Judeo-Christian winged angels. Others look like celestial hounds or bear-folk. Learn more about them here, and download archon miniatures (made in Hero Forge) for use in your own game. Archons Made with Hero Forge Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon (from Planescape Monstrous Compendium Vol. I - 1994 - [credits] ) The petitioners of Mount Celestia, archons have charged themselves with the protection of the plane and all those who are innocent or free of evil within its breathtaking vistas. When a lawful-good mortal dies, [their] spirit goes to this plane (frequently called the Seven Heavens by prime-material adventurers). There [their] essence is transformed into the body of a lantern archon, the lowest of the celestial hierarchy. However, not all lawful-good spirits are changed into archons. Some, like dwarves and halflings, become petitioners in the realms of their powers, physically unaltered. Seven types of archons populate the seven layers of Mount Celestia. Each has a radically different appearance (as is evidenced by the illustrations in this entry), though all radiate an aura of goodness, peace, and law. Only when threatened or in baffle do archons lose this calm aura. As both petitioners and guardians of Mount Celestia, archons are doubly vested in protecting their home from invasion, whether it is by the forces of Mechanus or Baator (two planes whose residents long to control the orderly Mount). Archons abhor combat, but when they must fight they do so with a vengeance. With ire glinting in their eyes, archons willingly enter battle against those who would despoil their plane. Simply entering a fray they are intimidating sights, hut they become even more so when they send forth their aura of extreme menace. Those who feel this aura must save versus spell (at +1 for lantern, no modifier for hound, -1 for warden, -2 for sword, -3 for trumpet, -4 for throne, -5 for tome) or suffer a -2 penalty to each attack roll until they successfully hit the archon, at which point the menacing aura disappears. In addition to creating this aura, all archons can use one of the following abilities once per round at will (unless otherwise stated): Continual light, Detect evil, Infravision, Protection from evil, 10-foot radius (always active), Teleportation without error , and Tongues (always active). Although a person can guess an archon’s station merely by its appearance, there’s an equally simple way to judge it: by which metal accoutrements adorn the archon. This ornamentation serves a twofold purpose. First, the items worn indicate whether it is a hound, warden, or whatever. The text on each type of archon indicates if it wears a collar, bracers or greaves, breastplate, helmet, or some combination thereof. Second, the quality of the metal shows an archon’s virtue within its station. From lowest to highest, the order is lead, tin, brass, bronze, silver, gold, and platinum. For example, platinum rather than brass accoutrements on a warden archon signify its greater obedience to the higher order – its virtue, if you will – and its greater willingness to serve Law and Good. Once it reaches a still higher stage of goodness, it will be transformed into a sword archon wearing lead appointments; it will start the process of advancement all over again in its new station. A visitor to Mount Celestia is likely to see any number of archons of a given station, each wearing different metals. When an archon reaches the next state of goodness, it is not fitted with new metal accoutrements; rather, the metal simply transmogrifies into the next state. Because the metal is actually part of an archon’s body and cannot be removed, it’s unaffected by anything that might change normal metal – including metal-altering spells. The purpose of the metal appointments isn’t to confine or hinder or even protect, but to remind the archon of its station so that it might strive to its next level. All archons of a given station are equal, regardless of whether they have lead or gold accoutrements. The especially virtuous (those with precious metals) command just as many lower archons as do the new or less virtnous (those with base metals). There’s no difference within a station except that a more virtuous member rises to the next rank (or metal) faster. There’s also no jealousy among archons, and there’s almost never been a recorded instance of one turning stag on its brethren in order to advance. The one archon who did turn stag decided he was better off in Baator, where baatezu reward a being for manipulation and scheming; rumor has it he’s clawed his way up to gelugon status now. No, on Mount Celestia archons are rewarded for good and virtuous behavior, and that means they’re content to stay in their forms until they advance. Nevertheless, it’s a joyous day when either body or metal changes. Given the archons’ absorption in the philosophy of goodness and law, it’s not surprising that they don’t covet treasure. They are beyond accumulating worldly goods, seeking only to gain treasures of another sort: celestial understanding, compassion, and so forth. They don’t accept money, nor do they bargain with it. Even extremely rare magical items hold no lure for archons. Fallen Archons: Of course, not every archon is perfect. Sometimes they stumble and fall from the path they've chosen; sometimes they choose to reject the ways of archons; and sometimes they are ejected from the celestial ranks by their brethren. It all depends on the magnitude of the transgression. Since archons are naturally forgiving creatures, it takes some incredible foolishness for an archon to fall completely from the grace of Mount Celestia, never to return. Those who do fall retain their forms and attack capabilities, but they do not keep the mystical powers afforded them by the plane. Thus, a hound archon would keep its fist and its appearance, but would lose the ability to summon lantern archons to its aid. In addition, it would be forced to remain in its humanoid form, never again to change shape. Naturally, the higher levels of archons fall less frequently, but it's still known to happen. Those who show no sign of ridding themselves of chaos are given over to the chaotic powers to become asuras, while those who've got evil taining their spirits are banished to the Prime, Sigil, or elsewhere. Lantern Archon Hound Archon Warden Archon Sword Archon Word Archon Justice Archon Trumpet Archon Throne Archon Tome Archon
- Movanic Deva
Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Movanic Deva Medium Celestial, Lawful Good Hero Forge Mini Hero Forge Mini Description (from Planescape Monstrous Compendium Appendix. I - 1994) Movanic devas are the most privileged of all the devas , for they are sent to many other planes to aid prominent mortal followers of good deities in moments of dire need. They are able to pass into the Prime Material at will. Movanic devas rarely appear in their natural form, instead polymorphing themselves into people or animals. Sometimes, however, the shock value of their natural form better serves their needs. Devas inhabit the good-aligned Outer Planes: Arborea, Arcadia, the Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard. These proxies of the powers appear as stunningly handsome humans with large, feathery wings fanning gracefully from their shoulders. Combat: Much like their astral counterparts, the movanic devas are slender and exceedingly agile. These powerful warriors of good can never be surprised. Although they canying a variety of weapons, they most often employ a two-handed sword, with which they can attack twice per melee round. The enchanted blade is in all respects equal to a sword +I, flame tongue. It does damage equal to a two-handed sword (Id10 to S or M, 3d6 to L). A movanic deva can forfeit one or both its attacks to parry one strike per attack forfeited. The parry automatically succeeds and works against magical attacks, even spells that would normally always hit (for example, magic missile). Movanics, in addition to the powers and abilities common to all aasimon and devas, may use any wizard spell of the Invocation/Evocation school, at will, once per day. They may also use the spell-like powers anti-magic shell, protection from normal missiles, and spell turning. The movanic deva is surrounded by a powerful protection that acts as a double-strength protection from evil and renders the deva immune to attacks from all but +2 or better magical weapons. The deva regenerates 2 hit points per melee round. (From Dungeons & Dragons Monster Manual - 2015): Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to. Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 5th Edition: - D&D Monster Manual - Roll20 - DnDBeyond 2nd Edition: - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website Abilities - Angelic Weapons - Healing Touch - Change Shape - Flight - Innate Spellcasting Appearance 2e: "Movanic devas have milky white skin and silvery hair and eyes. Their Charisma is 18." 5e: "A deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades." Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers Deva (5e), Angel, Messenger Angel Sources - Forgotten Realms Wiki - Planescape Monstrous Compendium Appendix I (1994) - mojobob's website - Roll20 - DnDBeyond
- Template - Elf City
Template - Elf City Author(s) Matt-GM, John-Fercher talespire://published-board/VGVtcGxhdGUgLSBFbGYgQ2l0eQ==/53b2fe504d06e9c0ccc77d8836cf3571 Features - Elegant marble walkways - Marble towers and Spires (Rivendell style, no interior) - Marble Great Halls (Rivendell style, no interior) - Gargantuan tree with wrapping marble stairwell (Lothlorien style) - Tree houses (no interior) - Terrain tilesets:earthy cobblestone roads, multiple elevations - Terrain tilesets: rocky grassland, multiple elevations - Terrain tilesets: majestic, tree-covered cliffs Notes - Took a few trees from a Rivendell map I found Board Link Template - Elf City Assets from Tales Tavern Rivendell: https://talestavern.com/slab/rivendell/
- Genasi | Digital Demiplane
Genasi are playable in Dungeons & Dragons. They're people with mixed blood or ancestry of elemental spirits of fire, earth, water, or air. Often this means one of their ancestors was a jinn/genie, but not always. They look mostly like normal folk, but often have physical traits with an elemental bent - like stone skin, always-burning hair, webbed hands and feet, etc. Learn more here, and download miniatures of Genasi NPCs and Critical Role heroes (made with Hero Forge) for use in your own game. Genasi Medium Humanoid, Any Alignment Hero Forge Mini Button Alternate Versions Size Hero Forge: Varies (XL-XXL) Lore: Medium Suggested: Medium Abilities - Innate elemental magics (earth, fire, air, or water) - Resistance according to element Stat Block - None (playable race) Home Plane Where mortals dare to tread Other Monikers Plane-touched, markeen, wind dukes, stone princes, flame lords, sea kings Appearance Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Sources - Forgotten Realms Wiki - Mordenkainen Presents: Monsters of the Multiverse (2021) - Elemental Evil Player's Companion (2015) - Volo's Guide to Monsters (2016) - Planescape: The Planewalker's Handbook (1996) - DnD WikiDot - DnDBeyond Description (From Elemental Evil Player's Companion - 2015 [credits] ) Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals. The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit—whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito. During these visits, a mortal might catch a genie’s eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that’s lain dormant for generations. Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi. Heirs to Elemetnal Power. Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power. Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on). Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all. Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents. Wild and Confident. Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self- confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble. Too much failure can chip away at even a genasi’s sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft. GENASI LANDS: As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people. Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars. The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land. Genasi on Athas. Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble, or a member of a desert tribe, is an auspicious event. Most Athasians believe a given genasi is destined for greatness—or infamy. GENASI BACKGROUNDS: Each genasi subrace has its own temperament, which might make some backgrounds more suitable than others. Air genasi are proud of their heritage, sometimes to the point of haughtiness. They can be flamboyant, and are keen to have an audience. They rarely stay in one place for long, always looking for a new sky to see and breathe. Air genasi who don’t live in cities favor open lands such as plains, deserts, and high mountains. Fitting backgrounds include charlatan, entertainer, and noble. Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon size and strength makes them natural soldiers, though, and with their stoic demeanor, they can encourage others and become great leaders. Many earth genasi live underground, where they can be in their favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins. Appropriate backgrounds for earth genasi include hermit, outlander, and soldier. Fire genasi often get themselves into difficulty with their fiery tempers. Like their air genasi cousins, they sometimes flaunt their perceived superiority over common folk. But they also want others to share their high opinion of themselves, so they constantly seek to enhance their reputations. Likely backgrounds for a fire genasi include criminal, folk hero, and noble. Water genasi almost all have some experience aboard or around sea vessels. They make excellent mariners and fishers. Like earth genasi, though, water genasi prefer quiet and solitude; the wide shores are their natural homes. They go where they want, do what they want, and rarely feel bound to anything. Good backgrounds for water genasi include hermit and sailor. Genasi Names. Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx. Subraces . Four major subraces of genasi are found among the worlds of D&D: air genasi, earth genasi, fire genasi, and water genasi. Choose one of these subraces. GENASI TRAITS: Your genasi character has certain characteristics in common with all other genasi. Languages . You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Ability Score Increase. Your Constitution score increases by 2. Age . Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment . Independent and self-reliant, genasi tend toward a neutral alignment. Size . Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed . Your base walking speed is 30 feet. AIR GENASI: s an air genasi, you are descended from the djinn. As changeable as the weather, your moods shift from calm to wild and violent with little warning, but these storms rarely last long. Air genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps. Ability Score Increase. Your Dexterity score increases by 1. Unending Breath. You can hold your breath indefinitely while you’re not incapacitated . Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. EARTH GENASI: As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and solid power. You tend to avoid rash decisions, pausing long enough to consider your options before taking action. Elemental earth manifests differently from one individual to the next. Some earth genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Ability Score Increase. Your Strength score increases by 1. Earth Walk . You can move across difficult terrain made of earth or stone without expending extra movement. Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell. (from Mordenkainen's Monsters of the Multiverse - 2021 [credits] ) Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. FIRE GENASI: As a fire genasi, you have inherited the volatile mood and keen mind of the efreet. You tend toward impatience and making snap judgments. Rather than hide your distinctive appearance, you exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal- black, or ash-gray skin tones. The more human-looking have fiery red hair that writhes under extreme emotion, while more exotic specimens sport actual flames dancing on their heads. Fire genasi voices might sound like crackling flames, and their eyes flare when angered. Some are accompanied by the faint scent of brimstone. Ability Score Increase Your Intelligence score increases by 1. Darkvision . You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of fire make your darkvision unusual: everything you see in darkness is in a shade of red. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. WATER GENASI: The lapping of waves, the spray of sea foam on the wind, the ocean depths—all of these things call to your heart. You wander freely and take pride in your independence, though others might consider you selfish. Most water genasi look as if they just finished bathing, with beads of moisture collecting on their skin and hair. They smell of fresh rain and clean water. Blue or green skin is common, and most have somewhat overlarge eyes, blue-black in color. A water genasi’s hair might float freely, swaying and waving as if underwater. Some have voices with undertones reminiscent of whale song or trickling streams. Ability Score Increase. Your Wisdom score increases by 1. Acid Resistance. You have resistance to acid damage. Amphibious . You can breathe air and water. Swim . You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. (from Planescape: the Planewalker's Handbook - 1996 [credits] ) The whisper of a breeze, the crackle of flame, the crest of a wave, the immovability of stone - these things are as much a part of the genasi as flesh and blood. The genasi are plane-touched beings, the descendants of a union of a human an an elemental creature (often a djinni, hence the name genasi). These extremely rare beings inspire more distrust and prejudice than other plane-touched, for public opinion regards them as more alien. In general, they also maintain a contempt for other races and an air of superiority that doesn't endear them to anyone. All planar races have an automatic -2 reaction roll penality toward genasi. It's often assumed that genasi of differing elements have a natural racist hatred for one another, simply by the fact of their warring elemental natures. This isn't true; a single genasi usually resents and dislikes all others of [their] kind, not just those of different elements. Not surprisingly, two genasi (or more) are virtually never encountered together. Their elemental nature is often extremely evident. Individuals nearly always display a physical characteristic or two that reveals they are more than simply human - skin or hair color, a special aura, or some other such manifestation almost always marks them. Further, each type of genasi usually displays personality traits relative to his elemental nature. While each genasi is a complex individual, some remain virtual caricatures of their heritage. Fire genasi are often hot tempered and quick, while earth genasi are slow and methodical. More details about both physical and emotional traits of the individual genasi are presented below. Like all plane-touched, the exact heritage of an individual genasi is often unknown, and usually very difficult to determine. Most elements have a number of different intelligent races from which genasi could have sprung, and normally elemental creatures are loath to accept the half-breed and his descendants, or even admit to their parentage. Air Genasi: Spirits of the wind, djinn, sylphs, and other such creatures very rarely take special, exceptional human men and women to be their mates. The offspring of these unions are air genasi, or (as they call themselves) wind dukes. Air genasi see themselves as the rightful inheritors of their lineage - the sky, the wind, and the very air that other creatures breathe. These beings are usually raised on the plane of Air in floating human cities and castles, although occasionally one will be raised among the djinn. Air genasi are accepted and even respected among the humans and other nonnative beings who have chosen the plane of Air as their homes. Elsewhere on the planes, however, they are as disliked as the genasi of other elements. In appearance, air genasi vary considerably, but usually display one or more of the following traits: - Light blue skin or hair - A constant light wisp of a breeze about them at all times, even while indoors - A distinctive breathy voice, with strange infections and accent Flesh that is very cool to the touch Although wind dukes can have any number of different outlooks and personality traits, most are arrogant and pretentious, looking upon other races as inferiors (at least to some degree), and upon other genasi as rivals. Air genasi, surprisingly, have no need to breathe, and consider such base actions a horrible waste of pure, pristine air. Their contempt for breathing creatures begins there, and only gets worse. Of course, this doesn't mean that an air genasi cannot interact and even be friends with members of other races - it just makes it even more difficult. Aside from their arrogance, in general air genasi are wild, carefree individuals. They usually care little about their appearance, since having their hair tousled and their clothes ill-mended just shows the natural way of things in their eyes. Emotionally, they vary from calm reservedness to great intensity with little warning between the two. Wind dukes gain a +1 bonus to Dexterity and Intelligence and suffer a -1 penalty to Wisdom and Charisma. They have the ability to levitate once per day as a 5th-level wizard, regardless of class or level. They call this process mingling with the wind. They also gain a +1 bonus to all saving throws versus air-based magic and spells for every 5 experience levels, in addition to any saving throw bonuses from items, class, or other sources. Air genasi may be priests, fighters, or wizards. Multiclassed air genasi can be fighter/clerics or fighter/wizards. Wizards belonging to a specialty school must choose that of air elementalism. If specialty priests, air genasi must serve a deity of elemental air or some other sort of "sky god" and cannot be druids. Wind dukes may be of any nonlawful alignment. Earth Genasi: Strong, immovable, and ponderous - stone princes exhibit these qualities of the earth. These are descendants of human and earth-being pairings, the elemental parent most often a dao. Creatures of elemental earth care nothing for creatures of flesh, and so such offspring are virtually always raised among their human kin. Most earth genasi embrace their elemental natures, reveling in their superiority, strength, and earth-born power. Though no less arrogant than the other genasi, the stone princes are not as obvious about it. Their conceit is the quiet certainty that they are greater than those around them. Their closeness to the earth gives them a connection to the fundamental aspects of the universe that lesser beings cannot even begin to fathom. In appearance, many stone princes seem dirty, rough, and rugged, like a handful of earth and rock; others look impeccably clean as polished stones. They prefer no particular clothing, although many choose to adorn themselves and their possessions with previous gems and metals. Earth genasi also have one or more of the following physical traits: - Brown, leathery (almost stonelike) skin - A metallic sheen to their skin or hair - Blocky features, thick torsos and limbs - Brown, black, or even gray hair - Rough, almost gritty flesh - Deep, slow speech, like the rumbling of the earth - Black eyes like deep pits Slow to act and ponderous in thought, stone pricnes are far from stupid. They simply prefer to consider their actions and the implications and effects that those actions might have. Of all other races, dwarves are most likely to take to the earth genasi (and vice versa). Earth genasi add a +1 bonus to Strength and Constitution and have a -1 penalty to Wisdom and Charisma. They have a natural Armor Class of 8, and also possess an innate knowledge of time, the equivalent of the appraising proficiency. Stone princes are said to the best smiths in all the worlds, surpassing even the dwarves. Once per day, an earth genasi can use the spell-like power of pass without trace as a 5th-level priest regardless of class or level. They call this process merging with the stone . Stone princes gain a +1 bonus to all saving throws versus earth-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources. Stone princes can become fighters, wizards, and priests. They cannot be multiclassed. If wizards belong to a specialty school, they must choose that of earth elementalism. Earth genasi specialty priests must serve a deity of elemental earth, some sort of earth-based power, or a god of the forge (even a dwarven power), but may not become druids. Earth genasi can be of any nonchaotic alignment. A few earth genasi completely reject their elemental heritage and their progenitors who apparently abandoned them with such quick dismissal (earth genasi despise hasty thinking in any form). These self-declared orphans - called stone champions - use their inherited powers for the good of humanity and become selfless defenders of their mortal kin. Stone champions may become paladins, but such are extremely rare. (DMs may decide that genasi paladins are best limited to NPCs). Fire Genasi: Fiery and hot-blooded, the beat of white flame burns in the hearts of the flame lords. They claim to be forged rather than born (though this is untrue, and merely a metaphor). The offspring of humans and elemental creatures such as efreetor fire spirits are usually slain outright by their nonhuman parents, but some escape to human settlements with their mortal parent. These individuals and their descendants are flame lords, secure in the knowledge that they surpass in all ways the mundane, nonmagical creatures who surround them in mortal society. Fire burns, destroys, and consumes. Lesser creatures are afraid of fire, and so fire genasi believe themselves naturally superior - they are avatars of this fearful, destructive energy. It's easy to see why those of other races dislike the arrogant and hot-tempered flame lords even more than other genasi. Most (sometimes wrongly) assume that fire genasi are innately evil. In personality, these elemental creatures stay true to their heritage - full of energy, high-strung (even tense), and quick to action. When they speak, they talk quickly, preferring to act rather than discuss. Fire genasi prefer blacks and reds in their clothing and jewelry. Appearance is important to them, although they prefer simple and elegant accoutrements to gaudy or lavish ones. The physical appearance of these individuals usually includes one or more of the following traits: - Deep red or coal black skin - Deep red hair moving on its own like waving flames - A voice crackling like the sound of a fire burning - Perpetually warm flesh, even hot to the touch - Fiery red eyes glowing with the intensity of flames Flame lords have a +1 bonus to intelligence and a -1 penalty to Charisma. These elemental scions suffer no damage from normal flame, although they can still be burned by magical fire, dragon's breath, and even the hottest areas on the plane of Fire. They have infravision with a 60-foot range, and also have the ability to affect normal fires once per day as a 5th-level wizard, regardless of class or level. Fire genasi like to call this process reaching to the blaze. These individuals gain a +1 bonus to all saving throws versus fire-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources. Fire genasi may be fighters, wizards, or fighter/wizards. If wizards belong to a specialty school, they must choose that of fire elementalism. Fire genasi may be of any alignment. WATER GENASI: The endless lapping of wave after wave, the salty sea foam spraying into the air, the bottomless ocean depths with pitiless darkness and breath-stealing pressure - these are the pieces of a sea king's heart. Water genasi are the descendants of rare offspring of a mortal and water spirit such as a nereid (the most common parent), marid, or other watery elemental. These elemental children are as unlike their brethren as they are their parents. An independence of a singular sort is bred into sea kings, giving rise to their unique outlook. Water genasi often become the orphans of the sea, raised by neither parent but cared for by some kindly sea creature. Often dolphins, whales, mermen, or tritons guard these outcasts, although sometimes darker races, such as sharks, sahuagin, or even ixitxachitl parent the elemental beings rather than killing them for food. Such unfortunate souls are trained in evil practices, becoming powerful servants of those who raised them. Those raised by more neutral or kindly folk usually stay with their adoptive parents for a short time before they take to the open sea alone. There, the water genasi explore and learn on their own. During their isolation, they develop strong personalities, each different from any other genasi but always matching each other in extremes. Some exhibit traits of heroism to the point of martyrdom, while others are paranoid and peery to such a degree that a body can only assume they rave. This strong personality and extreme traits give them the arrogance common to all genasi. They believe themselves to be singular beings, unique to all the multiverse - and to some extent, they are correct. Water genasi always display one or more of the following physical traits: - Blue-green skin or hair - Blue-black eyes - A light, very thin layer of scales covering the body - Hair waving and swaying as though underwater - A muffled voice resembling underwater sounds, like the echoing songs of whales - Cold, clammy flesh All water genasi are amphibious, though they have no visible gills. Rather, they simply breathe water as easily as air. They swim at a movement rate of 15. Sea kings gain a +1 to Constitution and suffer a -1 penalty to Charisma. Once per day, water genasi can use the spell-like power create water as 5th-level casters regardless of class or level. They call this process calling to the wave . Sea kings gain a +1 bonus to all saving throws versus water-based magic and spells for every five experience levels, in addition to any saving throw bonuses gained from items, class, or other sources. Water genasi can become fighters, wizards, priests, and rogues (including bards). Sea kings may also be multiclassed fighter/priests and fighter/thieves. If wizards belong to a specialty school, they must choose that of water elementalism. If specialty priests, they must serve a deity of elemental water or some sort of sea god, but cannot be druids. Water genasi can be of any neutral alignment (that is, all alignments but LG, CG, LE, or CE). Role-Playing a Genasi: No one understand you. They can't. Their minds are limited by their mortal heritage. While they can't help their parentage, that doesn't change the fact that you are their superior. It's not a matter of prejudice, it's a simple fact. You have the power of the very elements themselves flowing through your veins. You've little time for musing over that point. Little time for any sort of frivolity or indulgence, in fact. It's your destiny to make a great name for yourself. The annals of history will forever remember you, your name frequenting the lips of future generations. But this can only happen if you begin now. Obstacles the likes of which have never been encountered await you, posing challenges only you can overcome.
- Template - Sigil Hive Ward
Template - Sigil Hive Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBIaXZlIFdhcmQ=/7f9b618c495bc08d893d91b11e41981d Features - Small-size exterior buildings from Planescape: Torment; Smouldering Corpse Bar, Gathering Dust Bar, Fell’s Tatoo Parlour, tenement of thugs (2 variants), Fiend bar, abandoned foundries/factories, warehouses, marketplaces, temples, water towers, etc. - Ragpicker's Square walkways, ruined tenements, walls, half-buried towers, garbage heaps - Entrances to Undersigil - Giant wells - Burnt-out buildings - Shantytown lookout posts - Corpse collector carts - Shantytown houses/huts, walled city homes Notes None Board Link Template - Sigil Hive Ward Assets from Tales Tavern None
- Darklight | Digital Demiplane
Darklight Medium Undead, Any Evil Hero Forge Mini Kitbashed, single mini (from Planescape Monstrous Compendium Appendix. III - 1998): When a mortal spirit leaves its body upon death, it usually becomes a petitioner on the Outer Plane that most closely matches its alignment or devotion. But sometimes — particularly when the spirit’s torn away in sudden and horrible violence — it loses its way en route to its final rest. Drawn inexorably toward the insatiable maw of the Negative Energy Plane, the spirit instead becomes an undead entity like a spectre , a wraith , or other horror. And even if it later returns to the Prime Material Plane, it retains its connection to the Negative Energy Plane, forever tethered like a slave on a chain or a hound on a leash. However, the Inner Planes hold certain spots known as “leaks” — places where the energy or matter of one plane seeps onto another. When such a rift occurs on the Negative Energy Plane, spirits frequently try to flee through it in the hopes of giving the laugh to their all-consuming prison. ’Course, they almost always fail. Most or the time, these would-be escapees’re drawn back by the negative energy. It’s what powers them, after all. If the leak leads to the Quasielemental Plane of Radiance, though, any spirits that manage to slip through are able to stay. Apparently, their link to the Negative Energy Plane is somehow negated or thwarted by the nature of Radiance. The brilliantly illuminated quasiplane doesn’t cause the negative energy itself to dissipate — the spirits’re still infused with its dark force, still able to move about freely despite being dead (or, really, undead) — but it does alter them. Radiance adopts these wayward phantoms, making them its own. Yet still they retain the darkness in their hearts — and their thirst for life. A darklight is an animate, undead apparition on the Quasielemental Plane of Radiance with a link to the place just as strong as the connection a standard wraith might have to the Negative Energy Plane. That is, in many ways of looking at it, the darklight can exist on Radiance and one other plane (the Ethereal, the Prime, or any of the Inner Planed at the same time. Canny planewalkers can recognize a darklight without too much trouble. It looks like a man-shaped specter of blackness with bright, shining eyes of everchanging colors, and its whole form is surrounded by a nimbus of multicolored light. As an intelligent creature, a darklight can speak planar common and any other languages it knew from its mortal life. Combat: Most berks’re surprised to discover the many, many ways that a darklight can rob them of their lives. Before now, little’d been recorded about these creatures, meaning that scholars and explorers had to learn the dark the hard way. Few survived the initial lesson.' First and foremost, a darklight retains the ability to steal the life force of others, just like all undead with ties to the Negative Energy Plane. The creature’s cold, soul-numbing touch drains two levels from its victims. But since its link with the Negative Plane has been altered, the darklight absorbs the energy directly into itself, thus gaining Hit Dice in direct proportion to the levels ingested. Statistics associated with Hit Dice, including hit points and THAC0, also improve. These enhancements fade after 1d4 hours, or sooner if the victim somehow regains his lost levels (through a restoration spell or similar magic). A darklight can also become invisible once per day. Though it might fade from sight in order to avoid trouble or escape from an enemy, the creature enjoys using invisibility to gain surprise on an unsuspecting foe. That makes it easier to rend the poor sod to bits with its claws, which are made of both darkness and light and cause 1d4 points of damage each. As a creature of Radiance, a darklight can also direct blasts of light and color from its eyes. Depending on its need, the undead monster can use the blasts in several different ways: Once every three rounds, they can blind a foe permanently if the sod fails a saving throw vs. paralyzation. Three times per day, they can duplicate the effects of a color spray . Once per day, they can become a much more potent prismatic spray . Once per day, they can form a prismatic wall . Any time that the darklight’s not shooting out these blasts, its everchanging eyes scintillate with a hypnotic pattern . With all these formidable powers, a body wouldn’t think that a darklight’d need much in the way of defensive abilities. Maybe not, but it’s got ’em just the same. The creature can be struck only by weapons of +1 or greater enchantment. It’s immune to the effects of paralysis, petrification, poison, charm , hold , sleep , and magic that’s based on cold, light, or darkness (the thing can always see, regardless of light conditions). Finally. a darklight has the uncanny ability to move right through walls of force as if they didn’t exist. Habitat/Society: Darklights rarely interact with other creatures or even others or their own kind, insisting upon a solitary existence. However, they make an exception for the Radiance-dwelling creatures known as incandescents or scile — tiny beings of light that literally eat the colors of the plane. Some scile hunger for the colors of things not native to Radiance, however, and a darklight may form a symbiotic relationship with them. In these cases, the scile center their cloud around their new ally, using their power in conjunction with that of the undead creature to attack outsiders found on the plane (and never each other). Darklights who form these relationships learn to detect sods who’ve already been rendered transparent by the scile; thus, they’d not hindered by their victims’ odd condition. Ecology: Other than its occasional strange alliance with the scile, the darklight serves no real function in the ecology of the Quasiplane of Radiance. It preys only upon non-natives. Off the plane, though, darklights are vicious predators that attack any living beings, feeding of their victims’ life forces. They prefer to sap the vitality of thinking creatures, but this simply may be a facet of their evil nature (as opposed to true biological need). Chant is that certain spells have been developed that can summon a darklight from Radiance to any “connected” plane (the Ethereal, the Prime, or any of the other Inner Planes). While this is probably true, one thing is certain — a summoned darklight remains on the new plane. There seems to be no way to force the monster to go back. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Quasielemental Plane of Radiance Stat Block 2nd Edition: - Mojobob's Website Abilities - Eye blasts blinds enemies, casts color spray, prismatic spray, or prismatic wall - Eyes emit hypnotic pattern - Radiant and Necrotic attacks drain levels and increase darklight's combat stats - Can become invisible - Immune to nonmagical attacks, paralysis, petrify, charm, hold, sleep, cold, necrotic, and radiant damage - Darkvision sees through magical darkness - Incorporeal form can pass through magical walls of force Appearance It looks like a man-shaped specter of blackness with bright, shining eyes of everchanging colors, and its whole form is surrounded by a nimbus of multicolored light. Size Hero Forge: 5'8" (XL) Lore: Medium (6 ft.) Suggested: Medium Other Monikers None Sources - Forgotten Realms Wiki - Planescape: Monstrous Compendium Appendix III (1998) - Mojobob's Website
- Agathinon
Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Agathinon Medium Celestial, Any Good Hero Forge Mini Hero Forge Mini Description (from Planescape Monstrous Compendium Vol. I - 1994) The agathinon, the fighting forces of the Upper Planes , defend the borders of their planes against intruders. Warriors also face each other in endless cycles of “holy” wars. Gathering a vast host of agathinon warriors and whipping them into ideological fervor, one pantheon wages devastating campaigns against another, slaughtering thousands, even millions in the name of its particular brand of goodness. Despite their goodness, aasimon can hold a grudge; had feelings still exist between pantheons over holy wars fought thousands of years ago. Agathinon form the elite vanguard of the celestial armies. In groups up to a hundred strong, agathinon most often fight in human form. In special circumstances, they transform into powerful creatures such as pegasi or dragons to do battle. Agathinon are fearless warriors who often defend their cause to the death. Agathinon carry out solo missions to the Prime Material Plane to aid mortals in their confrontations with evil. These instructions come down from the celestial stewards or, in the case of mortals of extreme courage and importance, from one of the powers themselves. Outside the Upper Planes agathinon are 60% likely to assume human form, 30% likely to assume the form of some other creature, and only 10% of the time, agathinon take the form of an inanimate object (magical sword, amulet, or some such). Agathinon are stem, serious, and unyielding. They are devoted beings, unswerving in their constant pursuit of right. They speak any language, using their powerful telepathic ability to do so. Combat (2nd edition): In human form, an agathinon uses non-edged weapons (for example, a sling or mace) and has the spell ability of a 9th-level cleric with 18 Wisdom. However, they never attack in their natural form. At any sign of danger, agathinon assume another form. They have all attack forms and spell-like powers of the form they assume, though they retain their original hit points, and other statistics. Rarely, an agathinon assumes the form of a magical inanimate object, usually carried by some other being: a magical lamp, sword, necklace, vase, or glass vial. In this form the agathinon confers all powers of the object on its possessor, plus several other benefits. Agathinon never confer abilities on evil individuals. In fact, any evil person touching the item takes 4d8 points of radiant damage (no save allowed). Neutrals may receive benefits from the item only if their current mission or actions serve the needs of the agathinon. AGATHINON Homebrew Stat Block: Armor Class: 18 (natural armor) Hit Points: 117 (18d8 + 36) Speed: 30 ft. STR 16 (+3), DEX 10 (+0), CON 14 (+2), INT 16 (+3), WIS 18 (+4), CHA 22 (+6) Saving Throws: CON +6, WIS +8 Skills: Insight +7, Nature +6, Religion +6 Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Immunities: Charmed, Disintegrate, Exhaustion, Frightened, Necrotic, Radiant Senses: Darkvision 120 ft., Passive Perception 14 Languages: All, telepathy 120 ft. Challenge: 14 (11,500 XP) Angelic Weapons. The agathinon's weapon attacks are magical. When the agathinon hits with any weapon in its true form, the weapon deals an extra 4d8 radiant damage (included in the attack). Innate Spellcasting. The agathinon's spellcasting ability is Wisdom (spell save DC 16). The agathinon can innately cast the following spells, requiring only verbal components: At will: aid, alter self, augery, clairvoyance, detect evil and good, detect thoughts, divine favor, guiding bolt, healing word, light, mending, produce flame, protection from evil and good, sacred flame, shield of faith, spare the dying 3/day each: banishment, beacon of hope, crusader’s mantle, dispel magic, freedom of movement, hold person, lesser restoration, magic weapon, mass cure wounds, prayer of healing, revivify, scrying, silence, spirit guardians, spiritual weapon, stoneskin, greater restoration, guardian of faith, shapechange* *The Agathinon can maintain its shapechanged form as long as they wish. However, the angel retains their original and current hit point pool regardless of what creature they shapechange into. Magic Resistance. The agathinon has advantage on saving throws against spells and other magical effects. ACTIONS: Multiattack. The agathinon makes two melee attacks. Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 18 (4d8) radiant damage. Divine Object. As an action, the agathinon can magically transform into any inanimate object, or back into its true form. While in the form of an object, the agathinon keeps the hit points, resistances, and immunities of its original form, but otherwise takes on the basic nonmagical properties of the new object. Any equipment it is wearing or carrying is absorbed or borne by the new form (the agathinon's choice). The angel is unable to form complex structures, machinery, objects exceeding 5 cubic feet in volume, or ammunition for ranged weapons. If the object is destroyed, the agathinon dies, and reverts back to its true form. When in the form of an item, the agathinon chooses whether a creature can attune to itself, and can inflict 18 (4d8) radiant damage to an evil creature in contact with the item. It attunement is permitted, any armor or weapon has a +1 enchantment bonus (AC for armor, to hit and damage for weapons). In addition, weapons deal 18 (4d8) radiant damage (included in the attack), and armor and other wearable items that aren't weapons have 7 charges that replenish at dawn, allowing anyone attuned to the item to cast a spell in the Agathinon's Innate Spellcasting list. Spells the agathinon cast at will require a single charge, while spells that can be cast 3 times per day require 3 charges. Shapechanged creatures have the same benefits and constraints as the Agathinon's Shapechange ability. Alternate Versions Button Button Button Button Button Button Button Button Home Plane Upper Planes Stat Block 2nd Edition: - Planescape Monstrous Compendium Appendix I (1994) - Mojobob's website 5th Edition: - Try homebrew in description above Abilities - Shapechange into creatures or inanimate objects - Angelic Weapons - Innate Spellcasting Appearance Agathinon only appear in their natural form on the Upper Planes. There they look like elves with opalescent, luminous skin and shining eyes. Elsewhere an agathinon assumes another form at will. Male and female agathinon are of equal size and power. Size Hero Forge: 7 ft. (XL) Lore: 6 ft. Suggested: Medium to Large Other Monikers None Sources - Forgotten Realms Wiki - Mojobob's website - Planescape Monstrous Compendium Appendix I (1994)
- Baator - Avernus
Baator - Avernus Author(s) Matt-GM talespire://published-board/QmFhdG9yIC0gQXZlcm51cw==/21ccc9174f09a1a3a3e766969fe29663 Features - First layer of the Nine Hells - an endless battlefield between Devils (baatezu ) and Demons (tanar'ri ) in the Blood War - Strongly evil- and lawful-aligned - In the spots where there isn't lava, the blackened, basalt surface is rocky, jagged, and razor-sharp, making travel slow and dangerous - The blood-red sky is streaked with smoking fireballs that shoot from pits and volcanic calderas, striking land dwellers seemingly at random (but with a preference for the pure of heart) - The ruins of countless gate towns stolen from the outlands reside here, as well as even older structures - the remains of an infernal construction project from long ago, before the war came to Avernus - Gore-soaked rivers of blood streak across the layer, their bottoms thick with bones and giant fiendish leeches... the bloody streams eventually merge with the Styx, a black, oily scar of a river that can be used as an escape from hell (and to places even worse), but be warned: the Styx's poison waters steal the memories and identities of mortals – In addition to devil legions and demon hordes, there are innumerable other horrors in Baator, including Hellfire Engines , Hook Spiders , Maelephants , Bonespears , Hell Hounds , Rakshasas , Fhorges , fiend Larvae , Night Hags , Bezekira , and the dreaded Hellfire Wyrm . Notes - Literally hell; the souls of lawful evil mortals come here after they die; most are tortured for eternity, but a few become devils - Relatively small battle map for quick encounters, or a malfunctioning Amulet of the Planes; but there are a few secrets hidden around to explore - Portal (fire ring) can be closed with a hide volume - Abandoned building in the corner is covered in chains, gibbets, and prison shackles - a perfect place for an encounter with kytons (chain devils) - Hidden in some ruins is a fancy tea party table with food, drinks and a faustian contract to sign... perhaps a devil is offering an escape from hell if the player would only sign on the dotted line. If the player refuses, this whole tea party setup can be hidden with a hide volume, and "vanish" Board Link Baator - Avernus Assets from Tales Tavern None
- Sigil - The Ditch
Sigil - The Ditch Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBIaXZlIFdhcmQgRGl0Y2g=/44ed76dd4a7e945841b0d3b96d2732ec Features - Enormous scar dividing the lower ward from the hive, full of polluted water, trash, dead bodies - Crumbling bridges cross the watery chasm - Extensive city sections on both sides of the river, showing the sharp contrast between the industry of the lower ward and the desperate slums of the hive - Hidden portal on the banks of the ditch Notes - Extensive use of Sigil Hive and Lower Ward templates Board Link Sigil - The Ditch Assets from Tales Tavern None
- Template - Sigil Generic 01
Template - Sigil Generic 01 Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBHZW5lcmljIDAx/0cf802b3474a74cc24d07baab094980e Features - Friendly Fiend charms and baubles shop - Huge tenement (partial interior) - Walkway towers - Magic weapons shop - Large Inn - Generic House variants - Repeating House block tiles Notes - Giant Tenement unfinished; also, its main stairwell is too narrow to function normally (teleport players, and try not to have combats on the stairs) Board Link Template - Sigil Generic 01 Assets from Tales Tavern None
- Sigil - Godsmen Hall
Sigil - Godsmen Hall Author(s) Matt-GM talespire://published-board/U2lnaWwgLSBHb2RzbWVuIEhhbGw=/bc22155d4c19b1dfc16f44ba8c297f6a Features - Faction hall in upper levels of the Great Foundry (Lower Ward) Notes - Map recreated from Planescape: Torment videogame - I guess this place would be called the "Hall of the Mind's Eye" in 5th edition, with the godsmen faction's new name Board Link Sigil - Godsmen Hall Assets from Tales Tavern None
- Template - Sigil Clerk's Ward
Templare - Sigil Clerk's Ward Author(s) Matt-GM talespire://published-board/VGVtcGxhdGUgLSBTaWdpbCBDbGVyaydzIFdhcmQ=/e882942f45cb021a3ad9dbbd7f838f85 Features - Celestial District temples (half with interiors), libraries, shops, furniture - Celestial Threater (unfinished) - Government/Administrative buildings, courthouses - Repeating House block tiles - Some buildings from Planescape: Torment; Brothel of Slating Intellectual Lusts, Office of Advocate Iannis, Gonclave’s Tailory, Pestle & Kilnn’s Apothecary, Vrischika’s Curiousity Shoppe, Art and Curio Galleria - Entrances to Undersigil (Planescape: Torment) Notes None Board Link Template - Sigil Clerk's Ward Assets from Tales Tavern None











