Tarterian Depths of Tizerus
Tarterian Depths of Tizerus
Castoffs, prisoners, rejects, along with the lost and forgotten, all adrift in the multiverse, have a tendency of finding a way to the Tarterian Depths of Tizerus – also known simply as Tartarus – in addition to criminals and the other wretched and evil creatures of the planes. Like a magnet, this inhospitable plane draws these discarded elements towards its torturous depths and keeps them there. A subtlety powerful force keeps Tizerus’ planar gates and portals shut, with a few notable exceptions, and travelers are warned that finding a way into one of its layers is far easier than finding a way out.
Tizerus’ reputation as the prison of the planes is well deserved. Long ago, the primal titans were exiled from the fabled realm of Mount Olympus on Elysium. Planar scholars guess that it was either a more powerful force than the primal titans or their own fighting and nasty plots that cast them into Tartarus.
The truth is hard to guess as part of the imprisonment clause of the titans forced their silence on the matter. Their leader, a supremely powerful being named Thelygenes, lives on Mount Othrys now, alone and brooding, while the rest of the titans lay scattered in the remaining layers and realms. A great storm surrounds Mount Othrys, a physical manifestation of Thelygenes’ despair and rage some say, and the ancient titan has not left the mountain for eons untold.
Tizerus is a plane of subtle evil that saps the strength away from those that visit. A slumbering malevolence pervades its infinite string of six layers as manifested by a red glow inherent in the ground and air. Whether it’s the swamps of Othrys, the jungles of Cathrys, the deserts of Minethys, the mountains of Colothys, the shallow seas of Porphatys, or the icy sphere of Agathys, a crimson glow suffuses the natural presence of Tartarus.
The Tarterian Depths are also laid out unlike any other plane. Each of its layers sit as strings of huge spheres in an air-filled void that most planar scholars link eventually to the Negative Energy Plane. The layers are nestled within one another, spheres within spheres, with the space between each successive sphere in its line growing farther and farther apart the smaller the interior layers become. Othrys is the largest, with enormous orbs that nearly touch (and do in the case of Mount Othrys), while the spheres of Porphatys are much smaller. The exception is Agathys, which exists as a sole orb in the dead center of Tizerus.
And the layers are not uninhabited. A race of demons operate as the wardens of Tartarus, and always assume anyone they come across has good reason to be locked away forever. They are cruel embodiments of Tizerus’ truest idiom – betrayal is the only path to freedom.
While Tartarus exudes a scarlet evil like a cancer, its existence as the prison of the planes serves everyone, from the fiends to the titans and everyone in between. Gods have birthed horrors beyond count that defy extermination, and Tizerus provides the perfect dumping ground for the things that cannot simply be destroyed. There are dark and terrible things festering within the multitude of orbs that make up Carceri, and many of them have birthplaces in the most revered places in the multiverse.Geography
LAY OF THE LAND
Tizerus is unique among the planes for many reasons. The most obvious of which is its landscape. The plane is divided into six layers each consisting of strings of orbs in an air-filled darkness. The layers are nestled within one another, with each lower layer filled with smaller sized orbs but all contained in the infinite blackness.
As far as anyone has been able to surmise, the number of orbs in each layer is infinite, with the exception of the lowest, Agathys. There is only a singular Agathys orb, and accessing it is a feat of incredibly dedicated proportions. While it is true that each layer is smaller in size than the one before it, the size in actual diameter seems to defy easy calculation. The space between each orb is much more measured, however.
Othrys The first and largest layer of Tartarus is Othrys. Each orb in this infinite string is dominated by a dismal, scarlet swamp dotted by fetid bogs, stagnant lakes, and great swaths of dangerous quicksand. Desolate lifeless trees stand like silent watchers in the gloomy twilight that pervades all of Tizerus, their branches twisting together to form massive web-like growths that stretch out over many miles in some cases.
The orbs in the Othrys string are close enough apart to be separated only by 500 feet of darkness, though the lightless nature of Tartarus makes even the nearest sphere nearly invisible from one to the next. There are several known exceptions, most notably Mount Othrys, a single solitary mountain peak rising from the fetid bog that connects two orbs together. Here is where the fallen titan lord Thelygenes makes his home amidst a complex swarm of lightning storms and driving wind.
The River Styx winds through all of the Othrys orbs, somehow, its flow continuing to defy conventional laws.
Cathrys Tizerus’ second layer is Cathrys, home to vast swaths of dense crimson jungles and fields of scarlet grass. An acidic rot fills Cathrys’ air, eating away at organic matter slowly (or quickly in the case of the deepest jungles). The scarlet grasslands move without breeze or wind, and most contain razor-sharp grasses that hunger for nourishing blood.
Smaller than Othrys, the distance between the Cathrys orbs in its infinite string is about 1,000 feet. Most of the fetid jungles of the layer seek out any that try to escape its grasp, pulling them down with a savage fury, as if Tartarus itself sought to prevent travel from one sphere to the next.
Minethys A great scarlet desert fills the orbs of Minethys, Tartarus’ third layer. Like the other layers, no wind blows that can be felt, but the sands of Minethys shift and move just the same. A parching heat holds dominance over the red sands, which hide more than one ruined castle or treasure vault. Some planar scholars say the great edifices and palaces of the titans banished to Tizerus so long ago were cast into Minethys, though there are certainly some smaller sized sites that have been discovered that suggest it’s not just titan architecture buried in the scarlet sands.
The orbs of Minethys are separated by half a mile of darkness. The scorching desert heat exuding from the very core of each orb grows more intense as a traveler leaves the surface, draining life and energy away, until after about 500 feet when the heat barrier breaks and the encompassing darkness washes over.
Colothys Jagged red mountain peaks scour the landscape of Colothys, the fourth layer of Tizerus. Deep ravines, shadow-filled crevasses, and scarlet-mist enshrouded valleys fill the endless orbs. Travel is nearly impossible outside of little-used trails that move along rickety bridges and crumbling stone stairs. Noises and sounds are amplified a hundred fold in the haunted mountains of Colothys, with some screams bridging the gap between the orbs to echo weirdly against the scarlet stones.
Colothys’ orbs are separated by mile-long stretches of darkness that are filled with screams, cries, wails, and other tortured sounds. It is rumored the darkness holds the Sepulcher of Screams, the resting place of a banshee queen cursed to wail forever in the emptiness of Colothys’ space.
Porphatys The orbs of Porphatys are covered in an icy shallow sea, less than 100 feet deep in most places, while crimson snow fills the darkened skies. Prison ships filled with pirates and thieves cursed to sail eternally bob amidst the icy black waters, sometimes running aground on one of the countless sandbars. The water is mildly acidic but eats away at inorganic matter quicker than organic matter. Eventually, every ship on Prophatys’ sea collapses, stranding prisoners on shrinking islands, crumbling towers, and other unstable regions, promising treasure to any willing to pick them up but rewarding only such kindness with eventual betrayal.
The orbs of Porphatys are separated by three miles of darkness. The red snow that fills the dark skies of each sphere stretches out into the space between them as well, though none know its source for sure.
Agathys The lowest and smallest layer of Tartarus is Agathys, and unlike the other five a single orb serves as the only desti-nation within the confines of its limitless darkness. Agathys is frozen solid, an icy sphere of black cut through with streaks of crimson like blood vessels. Anyone doomed to Agathys is frozen forever in its depths, and in many places on the surface of the orb, faces and bodies can be seen in the ice.
Little is known about Agathys. Some planar scholars say it is the actual frozen heart of Tizerus, which does operate much like a living creature on a massive scale. Others say the ice is the result of some ancient power of death known as the Reaper, and certainly there is some evidence to suggest this is at least partially true. One of the few known sites on Agathys is the Citadel of the Reaper, a long tower with cavernous tendrils cut into the frozen ground, where death stalks the halls.Ecosystem
Highlights & Impressions
The below listings include notes on highlighting the
nature of Carceri as characters explore and travel through
it. These are suggestions of elements that can be used
in descriptions of the landscape and denizens with the
goal of actualizing the “outside” nature of the multiverse
beyond the Material Plane. Use them to incorporate into
encounters and adventures on Carceri.
No Escape. Carceri earns its reputation as the prison of the multiverse. Everything on the plane is designed to keep inhabitants in and prevent them from getting out. Travel is difficult by seemingly random incidents, such as overgrown trails, thick vegetation, and an abundance of natural hazards. The feeling of being trapped is heightened by the presence of the other “orbs” in the layer hanging in the sky like a chain, close enough to see in many cases but with no means of travel.
Bitterness and Resentment. Every creature on Carceri is bound there, usually against their will, and this imprisonment creates an atmosphere of bitterness and mistrust that tinges every encounter. Every living creature is looking out for themselves, and most are willing to do anything to get even a chance at freedom; lying, cheating, stealing, and killing are all too common for the inhabitants of the Tarterian Depths. The plane breeds these dark feelings – every bite of food or drink of water is tinged with an unnatural bitterness, no matter how it was cooked or what seasonings were used.
Punishing Landscape. The layers of Carceri are harsh and unforgiving, from the dangerous quicksand pits of Othrys to the acidic rot that thickens the air of Cathrys. There is a subtlety to these hazards that belies their lethality, and this feature is considered one of the prime punishments dealt to anyone that comes to the plane, against their will or by choice. Travel is difficult on all layers, and there are some unusual unsettling threads that run through all of Carceri. Most layers are colored a rusty red color, from the jungles of Cathrys to the sands of Minethys, and no natural breeze or wind fills the air at any time.
Ecosystem Cycles
CYCLE OF TIME
Time passes on Tizerus but there is no indication of it. No sun or moon fills the black starless skies, and the orbs of each layer do not rotate or move of any kind.Localized Phenomena
HAZARDS & PHENOMENA
The monsters and prisoners that lurk in the recesses of Tizerus’ orbs are only part of the threat. Each of the plane’s layers offers its own way to harm inhabitants, from the sucking quicksand of Othrys to the deadly chill of Agathys. Through all of the layers and orbs, Tartarus earns its reputation as the prison of the multiverse by preventing the escape of any who come into its borders.
Agathys Cold The deathly chill of Agathys rivals and exceeds that of the coldest reaches of the multiverse. After each 10 minutes spent on Agathys, creatures without cold immunity must make a DC 15 Constitution saving throw. On a failure, the creature gains a level of exhaustion. After every hour in Agathys’ deathly cold, creatures without cold immunity gain a level of exhaustion (no saving throw). Long rests on Agathys do not provide any benefit for creatures without cold immunity and usually end in frozen death.
Cathrys Acidic Rot An acidic rot pervades the scarlet jungles and grasslands of Cathrys. At the start of every hour on the layer, creatures suffer 5 (1d10) acid damage. This acid damage cannot be healed by natural or magical means while on Cathrys. Nonmagical items break down from the insidious acidic rot eventually; using such an item on Cathrys carries a 50% chance of the item being rendered useless.
Colothys Echoes The mountainous terrain of Colothys has been known to suddenly create rockfalls, stone avalanches, and earthquakes, but the layer holds a more subtle threat for those that travel its rocky paths. The unusual stones of Colothys combined with an amplifying configuration means sounds carry far farther than they do on the Material Plane. Whispers can be heard from up to a mile away, and normally conversations carry for 25 miles or more. These echoes can be traced with a DC 15 Wisdom (Survival) check.
Minethys Sandwave The red sands of Minethys stand as titanic silent dunes beneath the gray twilight of the ever-present dark sky. No natural wind blows, but occasionally the sands lurch forward from unseen forces, creating a dangerous sandwave to bury and choke the unwary. A Minethys sandwave covers an area up to several miles long and stretches up to 100 feet in the air. Creatures caught in the crash of the sandwave must make DC 15 Constitution saving throws. On a failure, they are buried beneath the sand and crushed for 35 (10d6) bludgeon-ing damage; suffocation begins immediately. A successful save reduces the damage in half and only renders the target prone. Monsters, such as hatemonger vultures and demons, learn to watch for sandwaves and dig through the dunes for stranded travelers to devour.
Othrys Quicksand Traveling through the swampy orbs of Othrys is a difficult business. Dry land is sparse, and the swirling eddies of crimson water hide treacherous patches of quicksand from the untrained eye. Stepping into an Othrys quicksand patch sinks the victim 1d4+1 feet and restrains them. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus twice the number of feet the crea-ture sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe.
A creature can pull another creature within its reach out of the quicksand by using its action and succeeding on a Strength check. The DC is the same to pull a creature out as it is for the creature to escape on their own.
A patch of Othrys quicksand usually hides just beneath the water, out of sight except for a DC 15 Wisdom (Perception) check. It can cover an area as large as half a mile in radius on some orbs.
Porphatys Scarlet Snowstorm A deadly scarlet snow falls on Porphatys on a regular basis. Scarlet snowstorms last for 1d6 x 10 minutes, and creatures within the storm’s radius suffer 4 (1d8) acid damage and 4 (1d8) cold damage at the start of every turn. The clinging dangerous snow is particularly effective against buildings and items, dealing double damage to objects and structures in the area.
Prison Plane The inherent nature of Tartarus prevents creatures from leaving easily. Magical efforts to leave the plane by any spell other than a wish simply fail. Spontaneous portals and gates that open onto the plane become one-way only. There are secret ways out, including some fixed portals, but these are typically well guarded by demons and other creatures.
Random Encounter Tables The below tables can be used by the Dungeon Master as a source of inspiration when a party of characters are traveling through Tizerus. Though each layer has its own unique flora and fauna, the table below can be used on almost any of the layers to throw challenges at a band of characters. Look at each one as a springboard for new adventure ideas, or as a means of highlighting the nature of the plane for the players.
1d100 Tarterian Depths of Tartarus Encounter 01-05 An assassin crow winging through the quiet air 06-10 A band of three eaters of hope looking for trouble 11-15 A roving pack of zombies 16-20 An imprisoned yugoloth seeking a way out 21-25 A master of the feast picking through the remnants of a battle 26-30 The agents of a primal titan on a secret quest 31-35 A pair of hatemonger vultures seeking fresh meat 36-40 A primal titan 41-45 A night hag selling sweet treats 46-50 A gygan on a mad rampage 51-55 The mournful wail of a banshee 56-60 A nightmare shepherd accompanied by skeleton servants 61-65 A herald of torment lying in ambush 66-70 A scholar from the Academy of Mytros looking for a relic 71-75 A unit of yugoloth merceneries 76-80 A swarm of shadows 81-85 A lost traveler who is what they appear to be 86-90 A lost traveler who is really a torment 91-95 An abhorrent overlord tending to his flock of giant vultures 96-00 Layer-appropriate hazardTourism
GETTING THERE
There are many gates and portals leading into the layers of Tizerus. The most numerous lead to the top layer, Othrys, but external portals from across the multiverse can lead to any of the first five layers of the Tarterian Depths. The exception is Agathys, which is accessible by no known gate within or outside of Tartarus.
Most gates into Tizerus are known and well-documented by nearby inhabitants, and they can be found across all of the Outer Planes (upper, lower, and conflict) as well as the Inner Planes and the Astral and Ethereal Planes. Angels and devas keep a watch over just as many Tartarus portals as demons and devils for much the same purpose – the Tarterian Depths are imprisoning for all creatures regardless of worldview.
The unfortunate truth is that while there exist so many planes leading into Tizerus, the opposite is not true. Leaving Tartarus is another matter entirely and almost all known portals are one-way access points. Finding a way out of the prison plane is difficult, and for some like Thelygenes and the fallen titans, escape is divinely forbidden. Some residents have such divine marks on them, preventing them bodily from leaving, but even for those that have no such restriction finding a portal leading out is a difficult and painstaking process.
One of the few exceptions to this is the River Styx, which winds through most of the swamp-filled orbs of Othrys. Its oily black waters slither like a massive snake through the red-tinged darkness of Othrys, but here it is closely monitored by the merrenoloths. The natural mind-altering properties of the River Styx prevent most creatures from even attempting to use it as a means of escape, and the watchful eyes of the merrenoloths aboard their secretive boats are well-protected from those trying to hijack a ride.
TRAVELING AROUND
Each layer of Tizerus consists of strings of orbs in an endless chain, with the exception of Agathys, the lowest layer. While each layer possesses a dominant terrain feature – the swamps of Othrys, the jungles of Cathrys, the sands of Minethys, the mountains of Colothys, and the seas of Porphatys – they share the same structure of endless spheres in a gulf of darkness.
Traveling between the orbs requires flight capabilities, but the endless darkness beyond is not a void and creatures can breathe in it without difficulty. There is no gravity beyond about 500 feet from the surface of each orb, which means there is very little blackness separating the orbs of Othrys. The swamp-filled top layer has its orbs closest in proximity, and from one a creature can view the next two in line from the right vantage point. The lower layers have larger gulfs separating them, requiring longer travel time in the darkness. Monsters do lurk in the darkness, most notably the strength-hunting sky shadows.
Accessing each layer from within Tartarus can be tricky. Very few known gates exist that allow access to an upper layer (from Cathrys to Othrys, for example) – the nature of the plane seems to prevent easy movement “up” the layers. Moving to a lower layer is much more straightforward and numerous swirling portals of darkness exist on the orbs to the next lowest layer. Each is located on the lowest point on a given orb, with most dumping travelers to a random location on the next lower layer’s corresponding orb.
Theoretically, each layer’s orbs are smaller, but some planar scholars believe this is a trick of the mortal mind trying to capture the idea of how Tizerus is laid out.
There are many monstrous threats on each of Tizerus’ layers, but threading through them all are the malevolent demodands. Cruel, merciless, and wicked, these creatures were banished to Tartarus long ago and now consider themselves the jailers of the whole prison plane. Truthfully they hold little power over Tartarus, and their natural untrustworthy nature prevents demodands from organizing in any large number.
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