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Eího, Realm of Despair (ee - yo)

Dhóldán's Domain of Despair.


There is much unknown about the Plane, and like all the realms, it has its fair share of mysteries. Most would do best to avoid the place if they can, but those who become lost or trapped will be agreeable to any kind of reasonable bargain made by an explorer if it means to escape.   There are rumors of King Neo-Otyughs that rise to power and rule all the Dionaga and Gulguthra for a time, but this has never been verified.   Rumors about vast underground networks of intestines and huge blood vessels that can be used to transverse the Plane, but as to who or what might live in these passages is unknown save for a single rumor about creatures that appear to be living viruses and bacteria, but this is probably false.

Geography

The whole of the plane is rotting flesh and organs, and these materials comprise the physical terrain as well. The "ground" is a mottled flesh ranging from pale white to black, through greens, purples, reds, and browns. There is nothing potable to drink and nothing safe to eat (if you are at all Human-like. The undead and beasts will manage just fine, but normal animals will not.) There is no day and no night here, nothing but a sickly purple pall that seems to vaguely illuminate the "sky". No clouds or sun or moon are visible.

Ecosystem

Such is the nature of the plane that open wounds that are not treated will begin to fester and after 10 minutes, the victim will begin to take 1 point of damage every minute. After 60 minutes of this necrotic rotting, the victim will gain a level of fatigue and must make a Death saving throw, or fall unconscious with fever. This fever will kill the victim in 24 hours if left untreated. Treatment includes any form of magical healing via spellcasting. Potions, balms, unguents, creams, periapts (except a Periapt vs Disease) and the like will not work. A Paladin's divine touch will completely cure the victim, but spellcasting healing requires the equivalent in healing to 50% of the victim's normal HP total. Only then will the fever lift. While on the plane, any bathroom activities will draw the attention of an Excremental (see "Locals", below). Similarly, any vomit ejected has a 50% chance of becoming sentient and forming a Puke Ooze. Weather

Ecosystem Cycles

Weather



 
  • The Bilestorms

 

Vast clouds of bile often form on the plane and create Bilestorms, whereupon corrosive bile will pelt the terrain for upwards of 6 hours at a time. This bile is strong enough to cause burns on exposed skin, so care should be taken in the presence of such events. A DC check of 8 must be rolled for every 10 minutes spent exposed in the Bilestorm. A failure results in a strong burn that causes 2d4 damage.

  • The Shit Storms

This grotesque phenomenon is predicated by Lord Blathloxi himself, and are, indeed, direct emanations from his corpulent mass. The winds sweep across the lands and can be smelled as far as 5 miles away, the only indication that the Winds are closing in. To be caught in the winds is to be subject to a miasma so foul and nauseating that a DC check of 25 is needed to avoid becoming sick and vomiting. Anyone who fails 2 successive checks gains a level of fatigue. A check should be rolled every 10 minutes, and the winds generally last around 1 hour.

 
  • The Gut Rains

 

At unpredictable intervals, what passes for the sky will darken and it will rain organs for up to 1 hour. These fall from a great height and care should be taken, as being struck by one will cause 2d6 bludgeoning damage.

Localized Phenomena

The plane has not been fully explored, of course, and only a handful of locations that seem to be mostly permanent have been verified by multiple travelers. The most famous of course is the Hall of the Rotting King, the grand fecal palace of Lord Blathoxi, and it is a vast edifice atop a slumped-over mountain of rotting organs, feces, and vomit. Mount Noxious, as its been dubbed, is guarded by Stinkwing, a rotting undead black dragon who circles endlessly around the 3000 foot (meter) peak. Otyugh soldiers patrol the mountain itself and a handful of Gut Golems patrol the shit-smeared marble walls of the Great Hall.   The Hall is putrid in extremis and features bubbling pools of vomit in which Blathoxi often reclines, making contented noises as he bathes in the warmed ejecta. He is attended by a handful of hours, thoughtforms who have taken humanoid shape, and these are generally vaguely female and demonic-looking. They cannot fight and will not warn their master of intruders. They simply serve.   The Hall's vast size is home to dozens and dozens of smaller halls, some of which are known and some are not. The Known will be listed below.   The Lord is not a patient or an even-tempered demon. His existence is one of consumption and hedonism (as his twisted psyche frames it) and his displeasure (which is constant) is punctuated by loud and ferocious-smelling gas that he emits as punctuation in his ceaseless complaining about the Plane he has been given control of. He hates his lot in life, not wanting to inherit the previous Rotting King's mantle he was tricked and is now the subject of extreme ridicule among his fellow Pit Fiends. This makes him disagreeable to any who invade his lands, thinking them to be sent by his rivals to mock his position, and it will take extreme patience or a show of overwhelming force to get him to listen to any kind of diplomacy. If severely threatened, he will flee to the lower part of the Hall, and alert Stinkwing to destroy the great hall, knowing it will grow back tomorrow, like all structures here.    
  • The Shit Holes

  These are literal and they blend in with the landscape so perfectly that anyone actively searching (including Rangers) will be at a disadvantage spotting them. They are the plane's version of quicksand and their rims are very slippery, so much so that anyone attempting to assist a victim, who gets within 5' of the hole, will roll with disadvantage on a Dexterity check or fall in themselves!  
  • The Piss Holes

    These are similar to the Shit Holes, and have claimed many victims, but the Piss Holes often erupt like geysers, spraying the landscape with boiling hot urine. These occurrences are random and cannot be predicted. The boiling liquid will do 2d6 dmg to anyone caught within the 60' blast radius.  
  • The Twisted Thing

  This massive structure is comprised of intestines and bones. From a distance, it appears to be a lumpy, if enormous, pile of innards, purple, bloody, and slippery. Once up close, however, there is a method and design to the randomness that takes the form of a maze. No travelers have reported what is at the center, but many have reported that the Otyugh and Neo-Otyugh worship the place as a divine location and will not come too close to it, nor will any predators on the plane. The reason or reasons why are unknown, but there are reports of the first few hallways serving as a place of rest and safety.  
  • The Bloody Canyons

  These are a series of huge chasms where organs and bones grow like plantlife from the very ground. These pseudo-plants writhe and hiss and seem to take the presence of living beings very badly, and will become agitated in their proximity. Mephits like to roam here in vast packs, and the wise traveler would do well to stay out of any caverns they may come across, as some of them are living mouths who will suddenly shut their jaws and swallow the hapless explorer whole.  
  • The Gutshakers

  These are a series of rolling "hills" comprised of rotting organs that often rumble and move as if being affected by an earthquake. The hills are quite high and often tumble their peaks down into the valleys when this phenomenon occurs. Explorers have reported seeing companions buried alive by the toppled "hilltops". Excremental like to hunt here, so extra care should be taken.

Fauna & Flora

THE LOCALS


The most common creatures found here are Otyugh and their slightly more intelligent cousins, the Neo-Otyugh, and they nest in vast fecal mounds that dot the landscape. Uncommon creatures include Flatuli Mephits, who plague travelers with nauseating smells and sticky fingers; Excrementals, collections of semi-intelligent fluids that hunt all living creatures, native or not; and various corrupted Golems, who seem to self-organize out of nothingness, or perhaps they rise at the whim of Blathoxi. The Excrementals

 

Fecalok

 

These shit elementals are solid, but not hard, and usually brown, black, or sometimes green in color, and they range in size from a small chest all the way up to a large manor house. They prefer, like all Excrementals, to lie in wait and ambush their prey. However, their overwhelming aroma often gives away their position before an attack can be launched. For this reason, the Fecalok can form pseudopods and lash out up to 20' away from their victims. These attacks are of the bludgeoning variety and do between 1d6 and 4d6 damage, depending on the size of the Fecalok. They are slow in movement, unable to dash, and moving only 15' per round.

 

Diarrhok

   

These barely meet the criteria for an elemental, being as they are comprised of foul liquid and fecal matter held together by some arcane science. Like their Fecalok cousins, they also like to ambush their prey but are able to compact themselves into tiny spaces and attack by rushing from their hiding place, in an explosion of violence. Their smell is worse than the Fecalok, and their attacks, which take the form of hurled blobs of thier own bodies, cause nausea on a successful hit. A critical attack causes the target to be stunned. Their attacks are not as strong as the Fecalok, and their size is generally in the medium to large range. They move at 30' per round and can dash if needed.

 

Constipok

 

These elementals are the hardened and compacted versions of the Fecalok, and their attacks, movement, and general behavior is identical. The one notable difference is that the tough nature of the Constipok can shatter weapons, armor, shields, and objects upon a critical hit.

The Natives


The Gulguthra

Otyugh, and their smarter cousins, the Neo-Otyugh, dominate the landscape. Their nests number in the uncounted thousands, and it is their wars, their territorial squabbles, and their incessant need to feed that drive the drama and danger on the plane as a whole. The Gulguthra and Dionaga, as the Otyugh and Neo-variety are collectively called, are fierce territorial expansionists, not unlike ants, and they exist in a constant state of struggle for dominance among the family clans. Able to bury themselves in the physical terrain, the ambush is their preferred method of feeding and one must pay close attention to the landscape to spot their eyestalks well before coming into threat range. Druids and Rangers who have encountered them on other planes are able to make Perception checks for hidden Gulguthra with advantage.

The Dionaga

Always dominated by the Neo-Otyugh, who possess a crude intelligence and cruel cunning. Upwards of 30 to 60 clans can be sometimes ruled by an especially clever Neo-Oytugh, but "empires" of 10-20 clans are more common. The Neo-Otyughs constantly struggle for territory, mates, and prey, and the plane is in a constant state of internecine warfare. Smart travelers would do well to observe the clans and move through recently vacated territory with haste. Finding oneself in the midst of a Gulguthra war is not an enviable position as they are unable to be reasoned with, however, there are unconfirmed reports of the wisest Neo-Otyughs taking bribes of food to allow interlopers to pass through their lands.

Mephits

Two species native to the planes are The Flatulus and the Vomitus Mephits are literally named. The Flatuli Mephits are living farts, who delight in making their prey sick and tormenting them so they cannot enjoy food, drink or rest without foul smells disturbing them. If needed, they can and will fight by solidifying themselves temporarily and striking with sharp claws and teeth. The Vomiti Mephits are less benign. They actively try and cause prey to disgorge and they use the mess to create new Vomitus. This can quickly get out of hand in the presence of large groups, so travelers should strive to destroy them as quickly as possible.

These tiny creatures can be found on every plane of existence in myriad "natural" forms. They arise when the landscape is particularly chaotic and dweomer is allowed to coalesce and become warped. Mephits are literal agents-of-Chaos and they exist only to torment, harass, torture, and plague any victims they happen upon. They have no need to eat, drink, or rest, and their machinations are done purely for the joy it brings them.

 

The Ofala

 

These are a collection of creatures that defy any known taxonomy, and arguments have raged throughout history, but the majority will concede that "Ofala" is as close as they are going to get to consensus. These are the living "sweetbreads" and exist as piles of seemingly random organs - brains, stomachs, intestines, livers, hearts, and the like. They move as oozes or slimes, slithering across the landscape as fast as a man running, moving at 60' per round. They are the number one source of calories in this twisted plane, and as such, are hunted mercilessly by all the inhabitants. As prey, their speed gives them the most advantage, but some have developed formidable defenses in the form of noxious sprayed fluids or pseudopods that lash and strangle. There is no known "common" variety, and the DM should use this opportunity to homebrew their own vile vivisection.

 

The Beetles

 

Giant Dung Beetles and La Grande Cucaracha are the most common varieties, but almost any form of beetle can be found here, usually grown monstrous in size and with a great appetite for living flesh. They are identical in all other aspects to their common cousins and their nests are uncountable.

The Golems

 

While the Ofala act as a sort of pseudo-Golem, the ruler of the plane, Lord Blathoxi, has taken it upon himself to hand-craft a race of creatures that are far more organized, intelligent, and deadly. There are 4 known types, and any knowledge that has been gleaned by travelers to the plane is included.

   
  • The Gutswarm Golem

  A towering tangle of intestines that can lash out with up to 8 pseudopods that strangle, constrict, and drag towards a hidden central mouth.  
  • The Brainswarm Golem

  A pyramid of brains usually atop some strand of the intestine, these psionic creatures overwhelm with mental blast attacks and dominating psychic invasions.  
  • The Heartswarm Golem

  This is a flying golem, whose irrhythmic beating can stun and paralyze hapless prey who hear the terrible beating of those gruesome organs.  
  • The Lungswarm Golem

  This is another flying golem, whose wheezing breaths can be heard from far away and who attempt to smother their prey until they suffocate.  

The Grubs

 

The parasite known as the Rot Grub is one familiar to adventurers who venture into the rotting places of the world. They burrow beneath the skin and attempt to make their way to the brain of their prey, where they chew out the tissue and lay a clutch of eggs. These foul parasites are everywhere in the plane, in their untold, wriggling millions. Care should be taken, especially when sleeping, as they are drawn to body heat and secrete a venom that numbs the skin so the victim is unaware that they are under attack. Like all vermin, they are vulnerable to fire.

 

Vile Stirge

 
These storage are three times as large as their "natural" cousins, and they do not feed on their victims. Instead, they seek warm bodies to reproduce and will mob prey and inject bile and phlegm beneath the victim's skin, doing 1d6 (to 4d6 or whatever is appropriate for your high-level party) damage and causing the victim to become both Slowed and infected with Vile Stirge eggs. Unless the eggs are neutralized via anything-that-removes-poison-or-disease, they will hatch in 6 hours, exploding from the victim's body in infant form. This does a flat 6d6 dmg and will produce 1-4 Vile Stirge fledglings that will be vulnerable for 10 turns (they have AC 10 and 1 HP). After this time, they rapidly mature into adult form.   The following creatures have reported sightings, but are believed to be rumors:  
  1. Fecal oozes
  2. Puke oozes
  3. Fecal golems
  4. Bile oozes
  5. Blood oozes
  6. Phlegm golems
  7. Stomach swarms
  8. Golgothans - the Shit Demons

Tourism

None visit this place by choice, if ever a visitor were to come they risk never returning, thus those trap here are most willing to create pacts and deals with those from the other realms.
Dhóldán, Six of Decay
Type
Dimensional plane
Location under
Included Locations
Additional Rulers/Owners
Ruling/Owning Rank
Owning Organization

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