Carceri, The Tarterian Depths
![Carceri, The Tarterian Depths](https://spiralworlds.com/wp-content/uploads/2025/02/Carceri-1-1024x683.png)
“Trapped for eternity—discover the prison plane where betrayal is punished and escape is almost impossible!”
(Formerly known as The Red Prison)
Carceri is a Chaotic Evil and Neutral Evil plane that embodies betrayal, imprisonment, and eternal suffering, where traitors, fallen warlords, and exiled gods are cast away to rot. This realm reflects its nature through vast, blood-red spheres suspended in an infinite black void, each one a barren wasteland of swamps, deserts, jagged cliffs, or ice-covered wastes. The plane pulses with despair and isolation, and those who dwell here find themselves drawn into its eternal cycles of punishment and conflict, struggling endlessly with no hope of escape.
TRAITS
Carceri exhibits the following planar traits:
- Morphic: The plane is slowly morphic, meaning it resists change except by powerful beings or divine forces. Structures and terrain remain as they are for eons unless reshaped by immense power.
- Gravity: Normal gravity, but its red orbs are hollow spheres with gravitational pull directed toward their interiors.
- Time: Time flows normally. However, for those trapped within, it feels as though centuries drag by in a single moment of suffering.
- Size: The plane is infinite, with each of its six spheres extending endlessly in all directions.
- Structure: Carceri is everlasting, a prison without decay but also without hope of change.
- Essence: The plane’s essence is tainted with malevolence, constantly sapping hope and fostering betrayal.
- Alignment: Creatures with a strong sense of honor, loyalty, or goodness feel an oppressive weight upon their souls, while those who thrive on deception and treachery find themselves drawn deeper into its cycle.
- Magic: Teleportation and planar travel are almost impossible without divine intervention or incredibly powerful magic. Only the most cunning escape Carceri’s grasp.
DIVINITIES
Carceri is ruled or influenced by exiled deities, fallen titans, and vengeful spirits. These beings embody betrayal, punishment, and imprisonment, and their presence is felt throughout the plane, shaping the destinies of both its inhabitants and visitors.
- Tharizdun, the Chained God – A mad deity of entropy, said to be imprisoned in the deepest layer. His followers seek to free him, while others guard against his awakening.
- Exiled Titans – Ancient beings banished by the gods, wandering Othrys in bitterness and rage.
- Demons and Yugoloths – Opportunistic fiends who use Carceri as a battleground or staging ground for their dark schemes.
OUTSIDERS
The denizens of Carceri include a wide variety of outsiders, each embodying aspects of the plane itself. Among them are:
- Yugoloths: Mercenary fiends, many of whom seek to profit from the suffering of others.
- Hags and Nightmares: Evil creatures who feed on despair, often acting as wardens or tormentors.
- Imprisoned Souls: Those who betrayed their oaths in life are trapped here, their spirits twisted by regret and hunger for vengeance.
- Demodands: Monstrous, slimy fiends native to Carceri, created by fallen gods to enforce suffering and despair upon its prisoners. They thrive on cruelty and are among the most feared jailers of the plane.
PETITIONERS
Souls drawn to Carceri are those who betrayed trust, abandoned comrades, or seized power through deceit. Petitioners here often wither into tormented shades, reliving their betrayals in endless nightmares. Some become hollow, mindless husks, while others are transformed into fiendish jailers, compelled to keep others from escaping.
INFUSIONS
As a result of the plane’s energies, those who attune to Carceri may experience various boons:
- Basic Infusion: The individual gains darkvision and an innate sense for detecting deception.
- Improved Infusion: The attuned can sense betrayals before they happen, gaining advantage on Insight checks related to trustworthiness.
- Greater Infusion: The individual becomes a master of escape, able to resist magical imprisonment and slip away from bindings effortlessly.
DENIZENS
The inhabitants of Carceri are as varied and enigmatic as the plane itself. Creatures such as fiends, exiled titans, and undead horrors roam the realms, embodying the essence of vengeance and deception. Additionally, powerful entities like Tharizdun and fallen deities exert their will, often serving as either tormentors or would-be liberators. Their motives, however, are always self-serving.
SPECIFIC LOCATIONS
![Carceri, The Tarterian Depths](https://spiralworlds.com/wp-content/uploads/2025/02/Carceri-2-1024x683.png)
- Othrys (First Layer): The realm of exiled titans and banished gods, an endless swamp of rot and broken thrones.
- Cathrys (Second Layer): A realm of fetid jungles and toxic swamps, where the air itself can suffocate travelers, and predatory beasts stalk those who wander too far.
- Minethys (Third Layer): A land of endless deserts where the wind carries whispers of past betrayals.
- Colothys (Fourth Layer): A realm of towering cliffs and deep chasms, where the desperate and the forsaken must climb endlessly or be cast down into oblivion.
- Porphatys (Fifth Layer): An ice-covered wasteland of frozen oceans, where souls are buried beneath eternal blizzards.
- Agathys (Sixth Layer): The final, deepest sphere of pure black ice, where Tharizdun and the most forsaken beings are trapped, frozen in torment for eternity.
Othrys (First Layer)
Cathrys (Second Layer)
Minethys (Third Layer)
Colothys (Fourth Layer)
Porphatys (Fifth Layer)
Agathys (Sixth Layer)
Othrys (First Layer)
![Othrys 1](https://spiralworlds.com/wp-content/uploads/2025/02/Othrys-1-1024x683.png)
“Enter Othrys, the shattered realm of exiled titans, where broken gods and ancient monsters are doomed to wander in eternal ruin!”
Other Names: The Realm of the Banished Titans, The Fallen Expanse, The Shattered Exile
Location: The First Layer of Carceri, one of the Outer Planes.
Description:
Othrys is a realm of colossal ruin and decay, a land marked by the remnants of ancient civilizations and the detritus of defeated gods. The landscape is dominated by broken landscapes and enormous, crumbling structures, the remnants of a time before the titans were cast out by the gods. Towering mountains of jagged stone rise from the barren ground, while vast swamps of dark, stagnant water form treacherous bogs that trap the unwary. Vast, hollow citadels and fallen spires lie half-submerged, their blackened ruins casting long shadows in the faint red light that seems to perpetually wash over the land. It is a place where the giants, titans, and exiled gods that once ruled the multiverse now waste away, bound to the land by the very curse of their banishment.
Real-World Inspirations:
- Greek Mythology: Othrys takes much inspiration from the mythic idea of a “fallen realm” and the ancient titans. In mythology, Mount Othrys was the stronghold of the titans before they were overthrown by the Olympian gods.
- Post-apocalyptic Landscapes: The decayed, ruined, and desolate environment of Othrys mirrors the concept of a world left in the wake of an ancient, destructive war, akin to settings like Mad Max or the remnants of ancient empires in ruins.
- H.P. Lovecraft’s Cosmic Horror: The feeling of vast, unnameable forces beyond mortal understanding, mixed with the oppressive, hopeless atmosphere of ancient exile, draws from the works of Lovecraft, where the unimaginable horrors lurk in forgotten places.
Inhabitants/Creatures:
- Exiled Titans: The original rulers of the multiverse before the gods cast them out. These ancient, colossal beings are often bitter and vengeful, their minds shattered by their endless torment. They roam the land in confusion or rage, seeking a way to regain their lost power.
- Fallen Gods: Once powerful deities, now stripped of their divine essence and trapped here in a weakened, mortal form. They are embittered by their loss and may offer dangerous bargains or curse those who cross their path.
- Yugoloths: These fiends, often mercenaries and manipulators, travel to Othrys to exploit the rage and power of the exiled titans and gods. They are opportunistic and cruel, seeking to profit from the suffering of others.
- Giant-kin: Othrys is home to various giant races, many of whom have become twisted by their time here, some serving the titans and others lost to madness.
- Undead Horrors: Some souls, caught in the endless torment of Othrys, have transformed into skeletal horrors and wraiths, seeking to drain the life force of any who enter.
Conditions:
- Temperature/Terrain:
The temperature in Othrys is bleak and inhospitable. While not outright freezing, it is uncomfortably cold due to the absence of sunlight. The ground is broken and uneven, filled with jagged rocks, desolate plains, and swampy marshes that are home to dangerous creatures. Forests are twisted, with gnarled, dead trees that barely provide shelter from the elements. - Weather Hazards:
Othrys is plagued by sporadic, violent storms, filled with acidic rain that eats away at anything it touches. Winds howl across the land, carrying with them the scent of death and the whispers of the fallen. The air is thick and oppressive, often making it difficult to breathe. At times, the sky rips open in lightning storms, revealing flashes of divine wrath, as if the gods themselves are still watching over their banished kin.
Notable Features:
- The Swamps of Eternal Sorrow: Vast, dark swamps that stretch endlessly, filled with thick, viscous black water. These swamps are home to many trapped souls, twisted by regret and suffering. Travelers who enter these swamps often lose their way, becoming mired in the despair that permeates the water.
- The Broken Spires: Once grand structures, now crumbling and half-sunken in the ground. These monolithic towers and citadels are the remnants of the titans’ once-grand empires. Many have fallen into ruin, with their vaults and halls filled with forgotten treasures and dangerous traps. Some of these broken spires are still occupied by the exiled titans.
- The Wailing Marshes: A haunted marshland, filled with the mournful cries of the damned. It is said that the winds carry the voices of the exiled gods and titans, who constantly lament their downfall. These marshes are said to be haunted by spectral creatures who feed off the despair and regret of the fallen.
- The Titan’s Throne: A ruined mountain peak where the largest and most powerful titan once sat in judgment over their subjects. Now, the throne is empty, and the mountain is slowly eroding, but it still exudes a palpable sense of power and sorrow.
Common Languages:
- Titanic: The ancient language of the titans, used by many of the exiled creatures in Othrys. It is an ancient and difficult tongue, filled with power and fury.
- Celestial: Though most of the gods are stripped of their power, remnants of their divine essence still speak in Celestial. Some fallen gods may still speak this language, but it’s often distorted, warped by their banishment.
- Infernal: A common language among the yugoloths and other fiends who make their way to Othrys to manipulate or strike bargains with the titans and gods.
- Common: The basic language spoken by most mortal adventurers and travelers who happen to stumble upon the plane, though they often find it difficult to understand the twisted dialects of the plane’s denizens.
Sample encounter tables for Othrys
![Othrys 2](https://spiralworlds.com/wp-content/uploads/2025/02/Othrys-2-1024x683.png)
Low-Level Encounters (Levels 1-5)
d12 | Encounter Description |
---|---|
1 | Fallen Titan’s Bones: A vast skeleton of a fallen titan, scavenged by small fiendish creatures. (2-3 Small Fiendish Creatures, AC 13, HP 15 each) |
2 | Ruined Outpost: The ruins of an ancient outpost with a ghostly figure seeking help or leading the party into a trap. (Ghost, AC 11, HP 30) |
3 | Poisonous Mire: The adventurers cross a toxic swamp with poisonous frogs. (Poison damage, DC 12 Constitution saving throw) |
4 | Rogue Demodand: A rogue Demodand ambushes the party, seeking to take their souls. (Demodand, AC 14, HP 85) |
5 | Wandering Survivor: A lone, half-mad survivor offers cryptic information or misdirection. |
6 | Whispering Shadows: Mysterious shadows feed off fear and paranoia, attacking the party. (Shadows, AC 12, HP 16 each) |
7 | Titan Bones Quake: The bones of a giant titan stir, causing the ground to shake. (1d6 falling damage) |
8 | Cursed Effigy: A strange statue releases a cursed spirit, weakening the party. (Cursed Spirit, DC 15 Wisdom saving throw) |
9 | Wandering Fiendish Beast: A Fiendish Giant Rat attacks on sight. (AC 13, HP 10) |
10 | Lost Exile: A lost exiled god offers cryptic advice or a blessing. (DC 12 Intelligence check to understand) |
11 | Fallen Watcher: The adventurers encounter a giant crow and a fallen watcher who might offer knowledge. |
12 | Collapsed Path: A path suddenly collapses, dropping the adventurers into an underground lair filled with bats. (Swarm of Bats, AC 12, HP 22) |
Mid-Level Encounters (Levels 6-10)
d12 | Encounter Description |
---|---|
1 | Exiled Titan’s Ghost: The ghost of a fallen titan challenges the party. (Titan Ghost, AC 15, HP 130) |
2 | Crushed Souls: The adventurers are surrounded by the souls of the lost, some of whom may attempt possession. (Wraith, AC 13, HP 45) |
3 | Fiendish Ambush: A group of Yugoloths ambush the party, seeking their souls. (Yugoloth, AC 17, HP 90) |
4 | Fallen Deity’s Vestige: A deity’s relic pulses with dark energy, summoning a Demodand or Nightmare. (Demodand or Nightmare, AC 15, HP 80) |
5 | Blackened Storm: A violent storm descends, forcing the adventurers to find shelter. (DC 16 Constitution save to avoid exhaustion) |
6 | Inescapable Void: The adventurers must navigate a black hole or gravitational anomaly. (DC 17 Strength saving throw to avoid being pulled in) |
7 | Ruined Prison: A fiendish warden challenges the party within the ruins of a prison. (Devil, AC 18, HP 100) |
8 | Cracking Earth: Molten lava begins pouring from the earth, forcing the adventurers to escape. (Lava damage, DC 15 Dexterity saving throw to avoid falling in) |
9 | Treacherous Mirage: A Nightmare traps the party in a mirage, forcing them to resist mental manipulation. (Nightmare, AC 15, HP 85) |
10 | Betrayer’s Legion: A legion of demons and imps surround the adventurers, sowing distrust and chaos. (Imps, AC 13, HP 10 each; Demon, AC 16, HP 65) |
11 | Fallen Titan’s Grasp: The skeleton of a titan awakens, summoning Titanic Elementals. (Titan Skeleton, AC 18, HP 250) |
12 | Ravenous Spectres: A pack of spectres stalks the adventurers, seeking to drain their life force. (Spectres, AC 12, HP 35 each) |
High-Level Encounters (Levels 11-20)
d12 | Encounter Description |
---|---|
1 | Exiled Titan’s Return: A massive Titan has broken free and challenges the party. (Titan, AC 20, HP 600) |
2 | The Chained God: Tharizdun, the Chained God, attempts to influence the party’s choices. (Tharizdun’s presence causes madness, DC 18 Wisdom saves) |
3 | Fallen Angels: Exiled angels, now corrupted, seek to destroy or manipulate the adventurers. (Corrupted Archangel, AC 19, HP 350) |
4 | The Unbroken Chains: A cursed tower of chains begins attacking the party. (Animated Chains, AC 17, HP 150) |
5 | Shifting Realm of Despair: The adventurers are trapped in a dimension that continuously changes. (DC 17 Intelligence or Wisdom saves to adapt) |
6 | Demonic Lair: A demon lord and its infernal minions ambush the adventurers in their lair. (Demon Lord, AC 22, HP 500) |
7 | Heart of the Ruins: The adventurers discover a divine relic, unleashing a challenge that tests their worth. (Divine Relic Guardian, AC 25, HP 600) |
8 | The Final Judgement: The adventurers are judged by a celestial tribunal—their fate lies in the balance. (Celestial Beings, AC 20, HP 200 each) |
9 | The Unseen Watchers: Invisible fiendish assassins stalk the adventurers, attacking with precision. (Invisible Fiends, AC 18, HP 120 each) |
10 | Ancient Seal: The adventurers find an ancient seal that keeps a destructive force at bay—disrupting it could have catastrophic consequences. (Realm-shifting effects, extra-planar invaders) |
11 | Cursed King’s Army: An army of undead kings marches, led by a spectral ruler. (Undead Kings, AC 18, HP 120 each) |
12 | The End of the World: The fabric of reality begins to unravel, and the adventurers must fight to stop an apocalyptic event. (End of Reality, AC 25, HP 999, world-altering effects) |
Final Overview:
Othrys is a desolate, broken land where ancient giants, gods, and monsters are left to wither in their eternal exile. It is a place filled with sorrow, betrayal, and power lost to time. Only the most desperate or foolish would dare venture here, as the land itself seems to warp and twist with the suffering of its inhabitants. It is a plane where the past cannot be escaped, and the gods’ wrath continues to echo across the broken world.
Cathrys – The Fetid Expanse (Second Layer of Carceri)
![Cathrys](https://spiralworlds.com/wp-content/uploads/2025/02/Cathrys-1-1024x683.png)
“Venture into Cathrys, the toxic jungle of Carceri where every shadow hides a deadly betrayal!”
Other Names: The Jungle of Despair, The Venomous Exile, The Suffocating Swamp
Location: Second Layer of Carceri, the plane of eternal betrayal and torment.
Description:
Cathrys is a nightmarish blend of sweltering, fetid jungles and vast toxic swamps. The air here is thick and oppressive, laden with noxious fumes that choke the unwary. The landscape is a tangled mass of towering, mutated vegetation and stagnant pools of acidic water. Along its winding paths, nature itself seems to rebel—vines writhe like living serpents, and the ground is riddled with deep, treacherous sinkholes that threaten to swallow the unwary whole.
Real-World Inspirations:
- Tropical Swamp and Jungle Environments: Drawing on the dark, humid swamplands of the Louisiana bayous or the overgrown jungles of Central America, where decay and danger lurk in every shadow.
- Gothic Horror: Inspired by the unsettling works of H.P. Lovecraft and gothic landscapes in classic horror, where nature and malice intertwine to create a living nightmare.
- Post-Apocalyptic Wastelands: Elements reminiscent of scorched earth and toxic wastelands, where life clings desperately to survival in an environment ravaged by both time and betrayal.
Inhabitants/Creatures:
- Venomous Beasts: Predatory creatures such as giant poisonous snakes, mutated amphibians, and carnivorous insects, all adapted to the toxic environment.
- Swamp Horrors: Slime-covered undead or corrupted nature spirits that arise from the rotting vegetation, driven by an insatiable hunger.
- Fey-Tainted Fiends: Distorted fey or minor demonic entities that prowl the murky undergrowth, luring victims deeper into the suffocating jungle.
- Exiled Souls: Tormented spirits of traitors and deceivers, their anguished wails mingling with the croaking of monstrous toads and the rustle of diseased leaves.
Conditions & Terrain:
- Temperature: The air is suffocatingly warm, with oppressive humidity that saps strength and clarity of mind.
- Terrain: The land is uneven and treacherous—thick, sprawling undergrowth interspersed with hidden quicksand pits and sudden sinkholes. Giant, twisted trees and parasitic vines create natural labyrinths that disorient even the most experienced travelers.
Weather Hazards:
- Toxic Miasma: Pockets of poisonous gas emanate from decaying plant life and stagnant waters; any prolonged exposure demands Constitution checks to avoid debilitating effects.
- Acid Rain: Occasional, corrosive downpours wash over the jungle, damaging unprotected gear and skin alike.
- Humid Stagnation: The air’s unyielding moisture breeds fungal spores and parasitic insects, increasing the risk of infection and exhaustion.
Notable Features:
- The Rotting Canopy: An immense, dense canopy of intertwined trees that nearly seals out any natural light, creating a perpetual twilight below.
- The Sludge Pits: Vast, bubbling pools of acidic, toxic water that emit noxious fumes and harbor unknown, monstrous life forms.
- Winding Labyrinths: Dense clusters of vegetation form natural mazes, with hidden clearings that may serve as ambush sites for the plane’s predatory inhabitants.
- The Weeping Vines: Gigantic, sentient vines that droop like sorrowful tendrils across the landscape; legend holds that they weep for the lost souls condemned to wander Cathrys.
Common Languages:
- Infernal: Frequently spoken among fiendish creatures and demonic entities that have made their home in the toxic jungles.
- Abyssal: Often used by the exiled souls and corrupted nature spirits that haunt the swamps.
- Common: Adventurers from other planes might use Common, though its use is limited by the twisted dialects shaped by the plane’s constant decay.
- Sylvan (Corrupted): Once the language of the fey, now twisted and guttural, spoken by the mutated fey-tainted creatures roaming the jungle.
D12 encounter tables
![Cathrys](https://spiralworlds.com/wp-content/uploads/2025/02/Cathrys-2-1024x683.png)
D12 encounter tables for Cathrys, tailored for low, mid, and high-level adventurers.
Low-Level Adventurer Encounter Table (Levels 1-5)
d12 | Encounter |
---|---|
1 | Venomous Snake: A large, brightly colored snake slithers out from the underbrush, its fangs dripping with venom. |
2 | Poisonous Fog: The adventurers stumble into a dense cloud of toxic gas. A Constitution saving throw is needed to avoid poison damage. |
3 | Mimic Fruit: A seemingly harmless fruit hanging from a vine turns out to be a mimic, attempting to devour the nearest adventurer. |
4 | Swarm of Bloodthirsty Insects: A cloud of aggressive, biting insects swarms over the party, draining vitality with each sting. |
5 | Wandering Fungal Creature: A mutated fungal monster, resembling a large plant, attacks with spores that paralyze and confuse. |
6 | Hostile Wildling: A gaunt, disheveled humanoid, driven mad by the jungle’s horrors, attacks the party on sight. |
7 | Corrupted Animal: A once-friendly deer or similar creature now twisted by the jungle’s evil nature, it charges the adventurers with unnatural aggression. |
8 | A Rift in Time: A strange tear in reality briefly opens, causing strange, fleeting visions of past and future. If the adventurers approach, an apparition of a lost soul attacks. |
9 | Vile Sludge Pool: The adventurers come across a pool of sludgy, thick liquid that tries to pull them in, offering them an unwelcome embrace. |
10 | Chasm of Souls: A chasm opens beneath the party’s feet, and they must make a Dexterity saving throw to avoid falling into a pit filled with jagged rocks. |
11 | Cursed Tapestry: A hanging tapestry shows an idyllic scene—until the adventurers touch it, summoning an eerie creature from the fabric. |
12 | Piranha-Infested River: A river crosses the party’s path, teeming with piranhas. The adventurers must cross carefully or face an aquatic assault. |
Mid-Level Adventurer Encounter Table (Levels 6-10)
d12 | Encounter |
---|---|
1 | Shadowmancer: A necromancer-like figure who controls the shadows of the jungle, using darkness to strike at the party from unseen places. |
2 | Feral Beast Pack: A pack of monstrous, mutated wolves or panthers hunt in coordinated silence, using the jungle’s cover to ambush the party. |
3 | Corrupted Elemental: A once-beautiful earth elemental now corrupted by Cathrys, it is a monstrous, twisted form of stone and vine, attacking with fiery, poisoned earth. |
4 | The Wraith of Cathrys: A ghostly figure, its face hidden beneath a hood of dark foliage, who offers cryptic words and promises… but only if the party dares accept its challenge. |
5 | Cursed Monolith: A towering stone pillar pulsates with malevolent energy, summoning otherworldly creatures to fight for control of the jungle. |
6 | Vine Horror: The party encounters a gargantuan, sentient plant, its roots and vines alive, attacking with suffocating strength and venomous thorns. |
7 | Cabal of the Twisted Cult: A cult dedicated to the evil forces of Cathrys, seeking to sacrifice the adventurers to an ancient, dark god. |
8 | Enchanted Jungle Path: An ancient trail opens through the jungle, but it shifts and twists the party’s sense of direction, disorienting them as they move deeper into Cathrys. |
9 | Wandering Horror: A twisted, humanoid creature, part animal and part plant, stalks the party through the jungle, waiting for the perfect moment to strike. |
10 | Poisonous River of Souls: A river that runs with venomous water, filled with the spirits of the damned. The party must cross while avoiding both the deadly waters and the wraith-like spirits. |
11 | Wild Behemoth: A gargantuan mutated beast, partially plant-based, prowls the jungle. It reacts to sounds, and its roar can summon additional dangers from the foliage. |
12 | The Heart of Cathrys: The party stumbles upon a massive tree at the heart of Cathrys. Its fruit is said to grant immense power, but consuming it comes with dangerous, unforeseen consequences. |
High-Level Adventurer Encounter Table (Levels 11-15)
d12 | Encounter |
---|---|
1 | Ancient Demon Lord: A powerful demon lord has emerged from the depths of Cathrys, and it seeks to reclaim its dominion over the jungle, using fire, smoke, and death in its wake. |
2 | The Serpent Queen: A gargantuan, mystical snake queen controls the wilds, commanding venomous creatures to do her bidding. She can charm one adventurer to serve her, but the price is high. |
3 | The Everbloom: A legendary sentient flower, capable of granting godlike powers to those who enter its deadly sanctuary. Yet, it devours the soul of anyone it deems unworthy. |
4 | Flesh-Eating Jungle: The very ground itself has become alive, seeking to swallow any intruders whole. Vines grow like arms, pulling the party into the earth to suffocate. |
5 | Beast of the Abyss: An eldritch beast, a creature from the void, breaches the jungle. It brings cosmic terror and a madness-inducing aura that warps reality. |
6 | Wraiths of the Fallen: An army of wraiths and shadows of those who once roamed Cathrys, now mindless and hungry for souls. They will chase the party relentlessly. |
7 | The Unholy Shrine: An ancient, desecrated temple dedicated to a forgotten evil god. Its doors open to those who are worthy… or cursed to be the next offerings. |
8 | Corrupted Time Rifts: The party encounters a rift in the fabric of time. Enemies from other ages—both past and future—attack, as time itself distorts around them. |
9 | The Moonlit Horror: A terrifying, ancient entity, bound to the jungle’s core. It rises only under the moon’s light, feeding on the fear of the party. |
10 | Jungle Leviathan: A massive, sentient serpent-like creature slithers through the jungle, devastating everything in its path. The adventurers must decide whether to face it or try to flee. |
11 | The Forbidden Citadel: An ancient fortress rising above the jungle’s heart, it holds knowledge and power from before time. But the price of seeking it is becoming one of its eternal guardians. |
12 | The Black Sun Eclipse: A dark ritual completes as the black sun eclipses the sky, and the jungle itself morphs into a terrifying otherworldly realm, transforming into a battlefield between the forces of light and dark. |
Cathrys is a realm of relentless decay and venomous beauty—a place where nature’s once-majestic forms have been contorted by betrayal and punishment. It is an unforgiving wilderness where survival depends on overcoming both the physical dangers of the toxic environment and the insidious, malevolent forces that call this cursed jungle home.
Minethys (Third Layer)
![Minethys 1](https://spiralworlds.com/wp-content/uploads/2025/02/Minethys-1-1024x574.png)
“Venture into Minethys, an endless desert where time warps, madness reigns, and every oasis is a deadly illusion!”
Other Names: The Infinite Desert, The Wastes of Broken Minds, The Sands of Madness
Location: Minethys is the Third Layer of Carceri, located beneath the shattered and warping realms of Othrys and Cathrys. It is a barren, endless desert, stretching far beyond sight in all directions. The skies are permanently darkened, offering only the faintest illumination of distant, flickering stars.
Description: Minethys is a vast and oppressive desert, with endless dunes of shifting golden sands. The desert is not just barren, but also alive, with the sand constantly moving in strange, unnatural patterns, as if the very ground is shifting to confound any who attempt to navigate it. In the distance, jagged ruins of ancient stone towers and broken cities appear intermittently through the haze, their crumbling forms half-sunken in the desert sands. These structures, relics of a lost civilization, are often misperceived as mirages, only to vanish when approached. The wind blows ceaselessly, carrying with it whispers that echo with the voices of the lost souls who have been trapped here for eternity.
Despite its vastness, the desert feels suffocating. The air is thick with heat by day, and bitterly cold by night. The sun, a dim and oppressive light, hangs perpetually low in the sky, casting long shadows and creating a world of distorted shapes. Reality itself seems warped in Minethys, and travelers risk losing their way, their sanity, or even their sense of time.
Real-World Inspirations:
- The Sahara Desert: The sweeping dunes, scorching heat, and endless horizon of the Sahara provide a clear visual reference for Minethys, especially in its sense of isolation and the feeling of being lost in an infinite, uninhabited wilderness.
- T.S. Eliot’s “The Waste Land”: The emptiness and existential decay of Minethys are inspired by the themes of desolation and madness found in this classic modernist poem.
- The Desert in Dune: The barren, oppressive desert setting of Dune reflects the harsh and unforgiving nature of Minethys, where survival is a constant struggle against the elements and one’s mind.
Details:
- Sands of the Mind: The sand itself seems to shimmer with a strange energy, at times taking on unsettling forms like eyes or faces, the spirits of those lost in the desert.
- Ruins of the Forgotten Cities: Occasionally, crumbled remnants of cities emerge from the sands, their towering, skeletal remains offering little comfort. These ruins hold no water or sustenance, but may contain valuable artifacts or pieces of forbidden knowledge that lure travelers into their depths.
- Illusory Oasis: Mirages of shimmering lakes and palm trees can appear on the horizon, leading the weary traveler astray. These illusions are designed to prey on the desperation of those who wander too long without rest.
Inhabitants/Creatures:
- Sand Wraiths: Ghostly entities that drift through the sand, their forms barely discernible from the dunes themselves. They are the spirits of lost souls who were consumed by the desert, forever wandering in search of peace that will never come.
- Mindshifters: These deformed creatures, twisted by the harsh environment and the madness of Minethys, use their psionic abilities to alter the perceptions of travelers, luring them deeper into the desert or turning them against each other.
- Scorpion of Madness: A colossal, terrifying creature that burrows beneath the sands. Its sting is rumored to inject not venom, but the seeds of madness, driving those it stings to insanity and disarray.
- Nomads of the Sands: Rare and elusive, these wandering tribes are the last survivors of Minethys’ once-great civilization. They live in constant motion, moving from ruin to ruin in search of hidden knowledge, hoping to escape the desert’s eternal hold.
Conditions:
- Temperature: During the day, the sun burns relentlessly, with temperatures reaching scorching levels, while the nights are bitterly cold. The desert is in constant extremes.
- Terrain: Endless sand dunes, rocky outcrops, and the ruins of long-forgotten cities characterize the terrain of Minethys. Some areas are filled with quicksand, while others hide deep fissures and dangerous sandstorms.
- Weather Hazards:
- Sandstorms of Memory: These violent storms whip through Minethys, obscuring vision and causing hallucinations, making navigation near impossible. Those caught in them often lose years from their lives—or worse, they lose themselves entirely.
- Time Warp Winds: In certain parts of Minethys, the wind carries a strange magic that causes time to warp unpredictably. A traveler may walk for what feels like days, only to find that mere minutes have passed—or vice versa.
Notable Features:
- The Oasis of False Hope: An illusory oasis that appears to offer relief from the harsh desert. However, those who drink from its waters are cursed to wander the sands forever.
- The Pyramid of Forgotten Souls: A massive, partially buried pyramid located deep within the desert. It is said to house the trapped souls of those who once sought to conquer Minethys and failed.
- The Labyrinth of Whispers: A network of winding tunnels beneath the sand, where lost minds become entangled in endless corridors, their voices whispering in the wind above.
Common Languages:
- Ancient Carceri: The old, cryptic language of the desert dwellers, long forgotten by all but the most ancient of beings.
- Common: Although it is spoken by adventurers and some of the nomadic survivors, Common is twisted by the effects of Minethys’ reality-warping nature.
- Whispers of the Lost: A strange, almost unintelligible form of communication used by the Sand Wraiths and other desert spirits. It is a haunting whisper that echoes through the winds and sands, only understood by those who have been touched by the madness of the desert.
Minethys Encounter Tables
![Colothys 2](https://spiralworlds.com/wp-content/uploads/2025/02/Colothys-2-1024x683.png)
d12 encounter tables for Minethys, divided by character level:
Minethys Encounter Table (Levels 1-5)
d12 | Encounter Description |
---|---|
1 | Sand Dune Ambush: A group of Dust Mephits suddenly rises from the sand and attacks. |
2 | Cursed Oasis: A mirage-like oasis appears, but drinking its water curses the drinker with weakness (Disadvantage on all checks for 1 hour). |
3 | Scorpions of the Wastes: A Giant Scorpion and her brood of smaller scorpions attack anyone that disturbs their nest. |
4 | Wandering Exile: A lone Gnoll wanderer offers a map to a nearby ruin, but has hidden motives. |
5 | Vulture Swarm: A swarm of Giant Vultures swoops down, searching for food. They are aggressive and hungry. |
6 | Tremor in the Sand: The ground shakes as a massive Sandworm bursts from the dunes, attacking anyone in its path. |
7 | The Forgotten Ruin: A small band of Hobgoblins searches a ruined tower for treasure and notices the players. |
8 | Mirage of the Dead: A mirage of a long-dead king appears in the distance, beckoning the adventurers toward certain doom. |
9 | Sinister Dust Devil: A Dust Devil forms from the desert winds, pulling sand and debris toward the party, trying to suffocate them. |
10 | Corrupted Traveler: A Tiefling Sorcerer wanders the desert, cursed and driven mad, attacking anyone they see. |
11 | Lost Caravan: A ruined, abandoned caravan of Camel-sized Skeletons can be found, along with a few surviving wrecks. |
12 | The Scorched King: A cursed Wight with a crown of fire attacks anyone who tries to approach a ruined palace. |
Minethys Encounter Table (Levels 6-10)
d12 | Encounter Description |
---|---|
1 | Sandstorm Ambush: The desert suddenly whips up a Sandstorm, obscuring vision and hiding Searing Elementals. |
2 | Necrotic Oasis: The party finds an oasis where the water is tainted with necrotic energy, raising the dead that drank from it. |
3 | The Pillars of Ash: A ruined temple with Wights and Lich Servants that attack anyone who dares to defile it. |
4 | Dune Devils: Hell Hounds track the party across the desert, drawn to the scent of living flesh. |
5 | Sand Giant Encounter: The players are approached by a Sand Giant that demands tribute in exchange for safe passage. |
6 | Corrupted Serpent: A Mummified Naga rises from the sand and curses those it touches. |
7 | Sands of Time: A Wandering Efreeti offers to grant one wish, but it comes with a dire price. |
8 | Cursed Labyrinth: A vast maze of shifting sand creates an illusionary path, and the adventurers must solve riddles or face eternal entrapment by Sand Golems. |
9 | Lost Hero’s Tomb: The tomb of a long-forgotten hero is guarded by Death Knights, who challenge the players to prove their worth. |
10 | Fiendish Incursion: A Pit Fiend appears in a fiery rift, bringing a group of Devils with it to assault the adventurers. |
11 | Fury of the Sun: A Solar descends from the sky, and the party must either defend themselves or offer penance to avoid destruction. |
12 | Ruinous Mirage: A Demon Lord in disguise offers false promises of power, leading the players into a trap filled with lesser demons. |
Minethys Encounter Table (Levels 11-15)
d12 | Encounter Description |
---|---|
1 | The Sand Maw: The ground opens up to reveal a massive, ancient Beholder dwelling within the sands. |
2 | Infernal Stratus: The sky tears open, revealing a portal from which Fiendish Warriors emerge to challenge the adventurers. |
3 | Judgement of the Forgotten: The adventurers find an ancient city of undead, where a Death Titan awaits to pass judgment on the living. |
4 | The Black Sun: A Solar Eclipse occurs, and the Desert Efreeti awakens to lay waste to everything that crosses its path. |
5 | Desert of Souls: A vast sandstorm reveals Nightmare Hounds, the tormented spirits of past adventurers, who now roam as fiends. |
6 | The Demon’s Forge: A Pit Fiend crafts weapons in the heart of a volcano, surrounded by Devils and Infernal Engines. |
7 | Twilight Lord’s March: An army of Nightmare Liches rides across the desert, led by a Twilight Lord, looking to convert the souls of the living. |
8 | Fallen Citadel: The citadel of a fallen king, ruled now by a Demon Prince, is found half-buried in the sands, and it is brimming with powerful, dark magic. |
9 | The Dune Leviathan: A Dune Leviathan—a colossal sand-dwelling creature—emerges from the earth and wreaks havoc on the party. |
10 | Sandstorm Dragon: A Dragon of Sand appears, born of ancient desert storms and infused with powerful desert magic. |
11 | The Eternal Flame: A Phoenix guards the remains of an ancient desert temple, attacking anyone who dares to enter its sanctuary. |
12 | The Mad Mummy: A Mummy Lord who has gained control of the desert’s power emerges from an ancient crypt, commanding sand and flame to destroy the players. |
Colothys – The Fourth Layer of Carceri
![Colothys 3](https://spiralworlds.com/wp-content/uploads/2025/02/Colothys-3-1024x683.png)
“Climb into Colothys, the perilous realm of towering cliffs and bottomless chasms where one misstep can plunge you into eternal torment!”
- Other Names: The Abyssal Cliffs, The Chasm of Despair, The Edge of Oblivion
- Location: Colothys is the Fourth Layer of Carceri, a realm defined by its sheer, vertiginous cliffs and endless chasms that suspend in a void-like space. This treacherous domain is situated above the lower layers of torment, serving as both a barrier and a prison for those who dare ascend or descend its precipices.
- Description:
Colothys is a nightmarish expanse where colossal cliffs rise like jagged teeth from a sea of nothingness. The terrain is dominated by towering rock faces, narrow ledges, and endless chasms that drop into unfathomable depths. The environment is a perpetual balancing act between peril and desolation. The natural structures appear almost sculpted by malevolent forces—a chaotic blend of natural grandeur and infernal design. The landscape is dotted with precarious natural bridges, crumbling stone arches, and deep crevasses that emit eerie echoes of the suffering contained within. - Real-World Inspirations:
- The Grand Canyon and Himalayan Cliffs: The awe-inspiring yet treacherous heights and sheer drops of real-world canyons and mountain ranges serve as a primary visual reference for the immense scale and danger of Colothys.
- Gothic Cathedrals & Medieval Fortresses: The crumbling ruins scattered along the cliffs evoke a sense of lost civilizations, similar to the haunting remains of medieval structures overtaken by time.
- Surreal Art and Dystopian Landscapes: The abstract, twisted forms found in the works of surrealist painters—where gravity seems to have a mind of its own—infuse Colothys with an otherworldly, almost apocalyptic quality.
- Details:
- Architectural Remnants: Scattered among the natural formations are the ruins of once-great fortresses or temples, their broken spires and shattered arches serving as grim reminders of past ambitions and failures.
- Whispering Winds: The constant rush of wind between the cliffs carries with it faint, mournful whispers—voices of those who fell into the abyss, forever lost in the void.
- Infernal Carvings: Deep grooves and symbols etched into the rock surfaces hint at ancient, perhaps cursed rituals performed here, leaving a residue of dark power that pervades the air.
- Inhabitants/Creatures:
- Cliff Dwellers: Hardy and often sinister creatures such as harpies, giant vultures, and rock elementals make their homes along the sheer faces, preying on the unwary or lost souls who dare to traverse their domain.
- Demon Sentinels: Infernal beings and minor devils patrol the precarious ledges, serving as wardens of the layer, ensuring that escape from Carceri remains impossible.
- Lost Wanderers: Tormented souls and exiled mortals may be found clinging to narrow ledges or hiding in the crevices, either awaiting rescue that never comes or succumbing to madness in isolation.
- Elemental Aberrations: With gravity defied and physics twisted, bizarre creatures that merge rock and shadow—such as living statues or animated boulders—wander the crags, their forms as unpredictable as the terrain.
- Conditions & Temperature/Terrain:
- Temperature: The air is cool to bitterly cold, especially along the high, exposed edges where the wind cuts like a blade. However, pockets of heat may radiate from volcanic fissures or the residual magic of infernal rituals.
- Terrain: Dominated by sheer rock faces, narrow ledges, and deep, yawning chasms, the terrain in Colothys is as unforgiving as it is dangerous. Natural stone bridges and precarious archways provide the only means of passage across vast gaps, making every step a test of balance and nerve.
- Weather Hazards:
- Relentless Gale: Powerful, unyielding winds whip along the cliffs, reducing visibility and threatening to hurl even the most steadfast traveler into the abyss.
- Acidic Mists: Occasional mists seep from the chasms, carrying corrosive properties that can damage both equipment and flesh if one lingers too long.
- Sudden Temperature Shifts: Rapid drops in temperature can lead to brittle, frozen surfaces on the stone, making footing treacherous and increasing the risk of falling.
- Notable Features:
- The Endless Abyss: A seemingly infinite chasm that dominates the center of Colothys, its bottom lost to darkness. Legend says that those who peer into it can see reflections of their own soul in torment.
- The Ruined Citadel: A towering, crumbling fortress that clings to the edge of a massive cliff, its broken battlements and shattered towers standing as silent witnesses to ancient conflicts.
- The Whispering Archway: A natural stone arch carved by eons of wind and magic, known for the ghostly voices that echo through it, purportedly offering cryptic prophecies to those who dare listen.
- Common Languages:
- Infernal: Frequently spoken by the demon sentinels and other infernal inhabitants who patrol the perilous heights.
- Common: Used by lost wanderers and exiles, though often spoken in hushed tones or with an accent warped by the harsh environment.
- Ancient Carceri: An archaic language carved into the very stone of Colothys, understood only by those deeply attuned to the dark histories of the layer.
- Celestial (Distorted): Occasionally heard in the whispers along the cliffs—a remnant of a once-pure tongue, now twisted by the pervasive corruption of the realm.
Colothys stands as a forbidding testament to the perils of Carceri—a realm where every step is a dance with death, every gust of wind a potential harbinger of doom, and every chasm a gateway to eternal torment. It is a place where the natural and the supernatural converge in a nightmarish landscape of towering cliffs and bottomless darkness, challenging the resolve of even the most determined adventurers.
Colothys Encounter Tables
![Colothys 4](https://spiralworlds.com/wp-content/uploads/2025/02/Colothys-4-1024x683.png)
Colothys, the Fourth Layer of Carceri, is a realm of endless, jagged mountains, treacherous cliffs, and deep, deadly ravines. The land itself punishes the exiled, forcing them to scale impossible peaks or perish in the depths below. These encounter tables reflect the brutal dangers of this forsaken realm.
Low-Level Encounters (Levels 1-5)
d12 | Encounter |
---|---|
1 | A group of desperate exiles (Commoners, Bandits, or Cultists) cling to the cliffs, pleading for food—or planning an ambush. |
2 | A twisted vulture (Giant Vulture with fiendish traits) circles overhead, waiting for someone to fall. |
3 | A bridge made of rotting wood and stretched sinew—cross it, or risk climbing? |
4 | A wandering hermit (Mad Prophet) warns of a coming landslide. His prophecies are half-crazed, but eerily accurate. |
5 | A sudden, violent gust of wind threatens to throw the party into the abyss (DEX save to hold on). |
6 | A pack of abyssal scavengers (Jackals twisted by the plane, with glowing eyes and skeletal maws) stalks the party from the rocks. |
7 | A cliffside monastery—long abandoned, yet strange whispers echo from its ruins. |
8 | The group stumbles across a hanging corpse swinging from iron chains… until it starts whispering their names. |
9 | A lost traveler begs for help. They are an illusion—or a disguised Night Hag seeking victims. |
10 | Loose footing! A section of the path crumbles—DEX saves or fall into the abyss. |
11 | A mysterious stairway carved into the mountain—leading down into darkness. |
12 | A dying demon impaled on a rock warns of something far worse coming… before laughing as it dissolves to ash. |
Mid-Level Encounters (Levels 6-10)
d12 | Encounter |
---|---|
1 | A bloodstained rope bridge—someone (or something) waits on the other side. |
2 | A mountain wurm (Bulette with fiendish traits) erupts from the rock, seeking prey. |
3 | Howls echo through the ravine—a pack of shadow wolves (Worgs with teleportation abilities) hunt for fresh souls. |
4 | A demonic pilgrim, crawling on bloody hands, prays at a black altar. He offers knowledge… for a price. |
5 | Rockslide! Avoid it, or be buried alive in shifting stone. |
6 | A wounded erinyes dangles from a chain above a pit—does she offer a pact, or is it a trap? |
7 | Flesh-masked monks (cultists wearing the stolen faces of their victims) demand tribute. |
8 | A tower looms ahead, its bridges crumbling, its windows filled with watching eyes. |
9 | The party encounters a wandering judge of the damned—he asks riddles, and those who fail must fight his minions. |
10 | A flying fortress of stone and bone drifts above. A monstrous figure watches from its parapets. |
11 | A chasm pulses with unnatural light—a gate to a deeper layer… or a hungry mouth? |
12 | A storm rolls in—thunderous winds tear at everything, and something moves within the clouds. |
High-Level Encounters (Levels 11-20)
d12 | Encounter |
---|---|
1 | The group disturbs a Titan chained in the mountains—a remnant of an ancient war, begging for freedom. |
2 | A colossal chasm opens, revealing a city built on the walls of an abyss—its rulers are watching. |
3 | An army of the damned (Shades, Wraiths, and Specters) marches across the cliffs, led by a long-forgotten warlord seeking revenge. |
4 | A mountain god, long imprisoned—a cyclopean being with a temple built into its chest—offers a terrible bargain. |
5 | The echoes of a past battle play out as ghostly figures fight, unaware of the party… until they notice them. |
6 | A floating iron citadel drifts through the sky, its chains dragging screaming souls. |
7 | A river of molten metal flows through the cliffs, filled with tormented spirits trying to escape. |
8 | A Nightmare Behemoth, a massive, skeletal wyvern with fire-blackened bones, takes notice of the party. |
9 | A god’s severed hand, miles tall, grips the mountainside. It still moves. |
10 | A Demon Prince’s envoy, carried in a palanquin of writhing flesh, demands tribute. |
11 | A living storm—formed from the rage of the forsaken—hunts those who climb too high. |
12 | The mountains shift—revealing the face of an ancient being, trapped beneath the stone, whispering secrets to those who listen. |
Porphatys, the Drowning Darkness (Fifth Layer) “Hope is the first thing to sink.”
![Porphatys 2](https://spiralworlds.com/wp-content/uploads/2025/02/Porphatys-2-1024x574.png)
“Drown in eternal darkness—where acidic oceans and frozen blizzards conspire to consume your very soul!”
Other Names:
- The Drowned Layer, The Sea of Black Tears, The Eternal Deluge
Location:
Porphatys is the fifth layer of Carceri, an endless realm of acidic black waters under a perpetual, storm-darkened sky. It is one of the most desolate and hopeless regions of the prison plane, where the condemned are swallowed by the relentless tides and ceaseless snowfall.
Description:
Porphatys is a nightmarish expanse of shallow, inky-black water stretching infinitely in all directions. Occasionally, jagged, barren islands of black stone rise above the surface, their slick surfaces offering little refuge from the churning sea. The waters are cold and acidic, eating away at flesh and eroding what little remains of solid land. Snow constantly falls from the sky, blanketing the surface in a slush that quickly dissolves into the burning sea. The air is damp and thick with the scent of decay, and the distant wails of the eternally drowning echo across the void.
Real-World Inspirations:
- Greek Mythology: The river Phlegethon, a river of boiling or corrosive waters in the underworld.
- Dante’s Inferno: The frozen and flooded depths of Cocytus, where sinners are trapped in ice or submerged in darkness.
- Lovecraftian Horror: The concept of vast, uncaring oceans that consume all life, with unspeakable horrors lurking in the depths.
- Norse Mythology: Niflheim, a realm of freezing mists and waters, where the dead drift in endless despair.
Inhabitants & Creatures:
- The Drowned Dead: The spirits of those who perished in the sea, cursed to wail and wander the tides.
- Hags of the Black Depths: Hideous, waterlogged witches that lure the desperate to their doom.
- Acid-Spined Leviathans: Gigantic, blind creatures that lurk beneath the water, detecting movement through vibration.
- Abyssal Lampreys: Swarming eel-like creatures that burrow into flesh and drain vitality.
- Forsaken Petitioners: Condemned souls, their flesh eroded by acid, endlessly struggling to keep their heads above the surface.
- Slavers of the Abyss: Demonic raiders who hunt for souls to drag into deeper torment.
Conditions (Temperature/Terrain):
- Near-Freezing Temperature: The water is ice-cold, and the unrelenting snowfall makes exposure deadly.
- Acidic Waters: Prolonged exposure burns flesh and erodes armor and weapons.
- Few Solid Landmasses: The rare islands are slick, jagged, and crumbling.
Weather Hazards:
- Endless Blizzard: The snow never ceases, layering everything in an icy sludge.
- Occasional Acid Storms: Rain that burns like fire, scarring the land and sea alike.
- Tidal Surges: Unpredictable waves that sweep away anything not anchored down.
- Black Fog: Rolling mists that obscure vision and carry the whispers of the drowned.
Notable Features:
- The Weeping Isles: A scattered archipelago of spires resembling skeletal hands reaching from the water.
- The Sunken Labyrinth: A submerged city of impossible geometry, now home to creatures that should not be.
- The Black Maw: A whirlpool leading into an abyssal void, rumored to be the entrance to an even darker realm.
- The Tower of the Last Breath: A single, ruined keep standing upon the largest island, said to hold the secrets of forgotten gods.
Common Languages:
- Abyssal, Infernal, Aquan, The desperate, unintelligible screams of the drowning
Porphatys is a realm where suffering is slow, inevitable, and all-consuming. It is not a place of fire and chains, but of slow erosion—of body, mind, and soul.
Porphatys Encounter Table
![Porphatys 1](https://spiralworlds.com/wp-content/uploads/2025/02/Porphatys-1-1024x683.png)
Low-Level Encounter Table (Levels 1-5) for Porphatys:
d12 Roll | Encounter Description |
---|---|
1 | Choking Miasma – The adventurers stumble upon a dense cloud of toxic gas, causing suffocation and hallucinations. They must find cover or risk losing health with every breath. |
2 | Lost Souls – A group of tortured souls, their bodies melted and formless, wails for help. Though their voices are heartrending, any attempt to assist will only trap the party in their eternal agony. |
3 | Flesh-Devouring Acid Pools – A slow-moving pool of corrosive liquid is found in the path ahead. It can dissolve weapons and armor if touched, and creatures nearby may attempt to pull adventurers in. |
4 | Twisted Statue of a Forgotten Deity – A petrified figure stands motionless in the landscape. It’s clear from the broken pillars that it once guarded a place of worship. Its eyes glow faintly, as if still alive. |
5 | Horrific Mirage – A mirage of safety—a distant city with lush gardens and rivers—appears before the party. A sudden burst of dark energy dispels it, revealing horrifying skeletal figures mocking the adventurers’ hope. |
6 | Wandering Chains – Animated chains slither like serpents across the ground, their clanking audible long before they strike. They seek to ensnare and drag players into nearby acid pits. |
7 | Unholy Scavengers – A small group of Porphatyss Wraiths, partially dissolved by the acid pools, emerges from the shadows. They seek to feed on the life essence of adventurers, their spectral forms flickering. |
8 | Quicksand of Flesh – The party encounters a strange, fleshy swamp that pulses with the sounds of heartbeat-like rhythms. Any movement will lead to the sinking of legs into the flesh and its acidic nature, requiring a strength check to escape. |
9 | Corrupted Lurker – A mutated abomination born from the land itself attacks the adventurers. It has a body fused with stone and acid, and its very touch causes great pain. |
10 | Abandoned Campsite – An abandoned campsite, surrounded by bloodstained cloth and broken weapons, appears untouched by the acid. Investigating reveals clues of a previous adventuring party that met a tragic end. |
11 | Tangled Screams – A patch of land that causes those who step into it to experience unnerving hallucinations of loved ones or enemies. Those who fail to resist might take psychic damage and be paralyzed by their fears. |
12 | The Fallen Traveler – A lone figure, seemingly unaffected by the acidic landscape, offers cryptic warnings about the deeper dangers ahead. The adventurers must decide whether to trust this mysterious figure. |
Mid-Level Encounter Table (Levels 6-10) for Porphatys:
d12 Roll | Encounter Description |
---|---|
1 | Dread Abomination – A towering creature, part-man, part-acid, emerges from the sea of corrosive liquid. Its grotesque body constantly shifts and reforms. It seeks to pull adventurers into its acidic maw. |
2 | Blood-Bound Minions – A group of blood-bound thralls, cursed souls with molten eyes, are summoned to serve a dark power. They attack relentlessly with their acid-infused weapons, their bodies writhing in pain. |
3 | Stolen Dreams – A group of Porphatyss Mindflayers lurks in the shadows, attempting to steal the adventurers’ memories and thoughts. The party must stop them before they are completely overwhelmed. |
4 | The Acid Spire – A spire of blackened stone rises from the landscape, surrounded by an unnatural heat. Anyone nearing the spire risks becoming paralyzed by the intense aura or worse. The party must decipher its puzzle or face destruction. |
5 | Hellish Reaver – A demon lord or greater fiend resides in a nearby cavern, driven to madness by the torture of Porphatys. It seeks to enslave adventurers for its own twisted amusement, wielding powerful magics. |
6 | The Endless Torrent – A wave of acid crashes down the landscape, sweeping away anything in its path. The adventurers must escape or be drowned in the corrosive wave. |
7 | Anguished Oracle – A tortured, blind oracle is chained to a pillar in the middle of a flooded ruin. It offers cryptic prophecies and warnings about the party’s doom if they venture deeper into the land. |
8 | Corrupted Druid – A druid of Porphatys, its body half-submerged in acidic liquid, has become a twisted guardian of the land. It commands the beasts and elements to attack the adventurers on sight. |
9 | Abyssal Call – A horrific beast from the deepest trenches of Porphatys begins its ascent. Its skin shimmers with the light of dying stars, and it attacks with deadly acid-spitting appendages. |
10 | Chains of the Damned – The adventurers are caught in a deadly trap, as a series of chains spring from the ground and attempt to ensnare them. The chains are cursed, and breaking free requires strength or magic. |
11 | Ruins of the Fallen God – The adventurers uncover an ancient ruin that hints at the original purpose of Porphatys. As they explore, the ruin seems to shift and move, forcing them into a deadly maze filled with acid-slick traps. |
12 | Porphatys Sorcerer – A powerful sorcerer whose body has been consumed by the acid of Porphatys. Its form is partially decayed, but its power remains immense. It offers dark knowledge for those who are willing to bargain. |
High-Level Encounter Table (Levels 11-15) for Porphatys:
d12 Roll | Encounter Description |
---|---|
1 | The Abyssal Leviathan – A monstrous Leviathan, a half-submerged creature of incredible size, roams the seas of Porphatys. It causes waves that devastate anything in its path, and it targets the party with its acid-encrusted maw. |
2 | Fiendish Conclave – A dark conclave of demons gathers in a ruined temple. These demonic beings control the very landscape of Porphatys and seek to corrupt adventurers, tempting them with power in exchange for loyalty. |
3 | The Enslaved King – A once-immense ruler now broken and imprisoned within the acidic lands. The adventurers must face his loyal guards, and the mad king himself, who wields devastating necrotic magic. |
4 | Ancient Entity – A god-like entity, bound in chains of obsidian, awakens from its eons-long slumber. The adventurers must decide whether to release it or face its horrific wrath as it claws at the walls of its prison. |
5 | The Dark Citadel – The Citadel of Porphatys is said to house a portal to a forgotten dimension. The adventurers must infiltrate the citadel, bypassing its monstrous defenses, to destroy the portal before it destroys their world. |
6 | Apocalyptic Storm – An apocalyptic storm of acid rain and dark energy strikes the area. The adventurers must find shelter or risk being melted away or driven mad by the unrelenting weather. |
7 | Corrupt Godling – A fallen god who has taken up residence within the deepest parts of Porphatys. This godling has been warped into something far darker and more sinister. It demands a sacrifice from the adventurers or will send its minions after them. |
8 | Flesh-Devouring Hydra – A multi-headed hydra, its bodies fused with acid and venom, attacks the party. Each head regenerates, and the acid from each bite burns through armor and flesh alike. |
9 | The Reborn Champion – A legendary hero, long dead and resurrected by dark magic, guards an ancient, cursed artifact. The adventurers must defeat this powerful undead warrior to obtain the item, which is key to escaping Porphatys. |
10 | Eternal Torment Chamber – The adventurers stumble upon a chamber that shows glimpses of their greatest fears and desires, tormenting them with impossible choices. Each choice shapes the very landscape, conjuring new horrors. |
11 | Porphatyss Queen – The Queen of Porphatys, a terrifying and powerful entity, reveals herself. Her very presence warps reality, and she uses her power to warp and twist the minds of adventurers into servitude or madness. |
12 | The Leviathan’s Heart – The adventurers find the heart of the Leviathan, which pulsates with energy that can shift the fabric of reality. If they manage to gain control over it, they may harness its power for their own dark purposes or destroy it for good. |
Agathys – The Frozen Abyss of Betrayal (Sixth Layer)
![Agathys – The Frozen Abyss of Betrayal (Sixth Layer)](https://spiralworlds.com/wp-content/uploads/2025/02/Agathys-1-1024x683.png)
“Frozen in eternal darkness—Agathys is where even the dead scream for mercy!”
Other Names: The Eternal Ice Prison, The Frozen Wasteland of Damnation, The Black Glacier of the Betrayed
Location:
Agathys is the deepest layer of Carceri, a realm of unyielding, enchanted black ice where all who commit the ultimate betrayal are condemned to eternal imprisonment.
Description:
Agathys is a desolate, frozen hellscape where time itself appears to have stopped. The entire realm is a vast, unbroken expanse of obsidian-hued ice, cold beyond mortal comprehension, and imbued with dark magic that traps both body and soul. No warmth, light, or hope exists here—only the unending, icy grip of punishment for those who betrayed trust and honor.
Real-World Inspirations:
- Dante’s Inferno: Reflecting the idea of ultimate retribution in the lowest circles of Hell.
- Norse Mythology’s Niflheim: An ancient realm of bitter cold and despair.
- Lovecraftian Cosmic Horror: The sense of a vast, indifferent, and eldritch void that consumes all.
- The Arctic Wastelands: The harsh, unyielding environment of Earth’s polar deserts, but twisted into a supernatural realm.
Details:
- Magical Black Ice: The ice is not ordinary; it is magically dark, with an eerie, inky sheen that seems to absorb light and sound.
- Frozen Runic Inscriptions: Mysterious, glowing runes are etched into the ice, remnants of ancient curses and the punishments of the betrayed.
- Eternal Stillness: The silence is oppressive, broken only by the distant creak of shifting ice and the faint, anguished whispers of trapped souls.
Inhabitants/Creatures:
- Frozen Wraiths: The souls of the ultimate betrayers, now spectral and tormented, endlessly drifting beneath the ice.
- Icebound Fiends: Lesser demons and devilish entities adapted to this frozen environment, patrolling the boundaries between solid ice and deep crevasses.
- Prisoners of Agathys: Ancient gods, titans, or mortals once infamous for their betrayal, now immured within the glacier, their tormented faces occasionally visible beneath the surface.
- Chill Revenants: Undead warriors and traitors animated by the bitter cold and dark magic, eternally bound to enforce the prison’s unyielding rules.
Conditions, Temperature, & Terrain:
- Temperature: Bitterly frigid, with a cold that penetrates to the bone and saps the will to live.
- Terrain: An endless, smooth, and treacherous sheet of black ice, punctuated by deep crevasses, jagged ice spires, and the occasional frozen monolith—the remnants of betrayed souls or ancient structures.
- Environmental Magic: The very air is heavy with enchantments that slow time and stifle hope, making every step feel like an eternity.
Weather Hazards:
- Frost Storms: Sudden, magical blizzards rage across the landscape, whipping shards of ice with lethal precision.
- Icy Maelstroms: Whirlwinds of snow and magic that suck up light, sound, and warmth, disorienting even the hardiest adventurers.
- Shifting Ice Fields: The ice is alive—its surface cracks and shifts unpredictably, threatening to plunge the unwary into bottomless crevasses.
Notable Features:
- The Frozen Throne: A massive block of ice intricately carved with runes and the tormented visages of the damned, believed to be the seat of judgment in Agathys.
- The Wall of Betrayal: A towering barrier of ice that divides the realm, inscribed with the names and sins of the ultimate traitors, glowing faintly with dark power.
- The Silent Expanse: A vast, featureless plain of ice where the silence is so complete it becomes oppressive, a constant reminder of the eternal punishment that awaits.
Common Languages:
- Common: Spoken by exiled mortals and adventurers who traverse Carceri, though often twisted by the layer’s corrupting influence.
- Infernal & Abyssal: Languages of fiends and cursed souls, used to cast the dark spells that hold Agathys together.
- Ancient Carceri: A cryptic tongue etched into the very ice, understood only by those who have embraced the full horror of betrayal.
Agathys stands as the final, frozen testament to betrayal—a realm where time, warmth, and mercy have been utterly extinguished, leaving only eternal, soul-crushing torment.
Sample Encounter Tables
![Agathys – The Frozen Abyss of Betrayal (Sixth Layer)](https://spiralworlds.com/wp-content/uploads/2025/02/Agathys-2-1024x683.png)
Agathys Encounter Table (Levels 1–5) – The Bitter Frost
d12 | Encounter Description |
---|---|
1 | Frostbitten Shadows: A small cluster of spectral wraiths drifts from cracks in the cursed ice, their chilly touch sapping vitality. |
2 | Cracked Ice Pit: A section of unstable black ice gives way underfoot, forcing the party to make Dexterity saves to avoid falling into a shallow but bitterly cold crevasse. |
3 | Skeletons of the Frozen Beast: The remains of a long-dead creature lie half-embedded in the ice—until a single frozen skull rattles, animated by residual curse. |
4 | Icebound Imp: A minor fiend, its form partially encased in frost, skulks out of a fissure to pilfer stray souls (or treasures). |
5 | Runes of the Damned: Glowing, ancient runes suddenly flare along the ice, triggering a burst of cold magic that deals frost damage (DC save to halve). |
6 | Frost Mephit Skirmish: A pair of mischievous frost mephits materialize, causing minor havoc with their chilling blasts. |
7 | Chilling Mirage: An illusory oasis appears, promising warmth—but those who approach find it is a cursed mirage draining life energy. |
8 | Frozen Pilgrim’s Wail: The mournful cry of a trapped, disembodied soul echoes across the ice, unnerving the party and possibly imposing disadvantage on Wisdom checks. |
9 | Brittle Bridge Collapse: While traversing a narrow, frozen causeway, the ice begins to crack; Dexterity saves are required as portions collapse into a shallow but dangerous chasm. |
10 | Icy Tendrils: Animated strands of ice attempt to bind the adventurers, reducing movement and causing piercing cold damage. |
11 | The Whispering Frost: A disembodied voice carried on the wind offers cryptic warnings, but its cursed echo imposes a minor psychic penalty. |
12 | Wail of the Damned: A sudden gust carries the sorrowful screams of countless frozen souls, instilling fear (Wisdom save to resist being frightened). |
Agathys Encounter Table (Levels 6–10) – The Cursed Expanse
d12 | Encounter Description |
---|---|
1 | Frost Wraith Ambush: A more potent group of frost wraiths rises from the cracks, their chilling touch more damaging and their presence more unnerving. |
2 | Icebound Golem: A golem forged of cursed black ice lumberingly patrols a narrow ridge, its slam attacks echoing like the crack of doom. |
3 | Glacial Chasm Collapse: The party triggers a collapse of a major ice bridge, with deep fissures opening suddenly; Dexterity saves are required to avoid falling into freezing depths. |
4 | Soul-Draining Demon: A minor demon that feeds on the despair of the damned emerges from a crevasse, siphoning life force with each successful strike. |
5 | Frozen Revenants: The ice stirs as undead revenants—former traitors encased in frost—rise to attack, their cold, empty eyes fixed on intruders. |
6 | Runic Guardian: An ancient, animated construct made of ice and inscribed with cursed runes awakens to defend its territory. |
7 | Ravenous Frost Wolves: A pack of spectral, ice-infused wolves stalks the ridge, their howls echoing in the cold, and their bites delivering a potent chill. |
8 | Frozen Siren: A haunting, spectral figure formed of ice and sorrow lures adventurers toward perilous crevasses with its eerie, melancholy song. |
9 | Cursed Beacon: An ominous, abandoned structure on the ice emanates a draining aura—prolonged exposure saps the party’s strength (Constitution check required). |
10 | Temporal Rift: A sudden anomaly in the cursed ice distorts time momentarily, summoning a time-warped spirit that attacks before vanishing. |
11 | Frostbite Burst: A localized explosion of magical cold erupts from a fissure in the ice, dealing area-of-effect damage and potentially freezing limbs. |
12 | Bitter Requiem: The collective wails of dozens of frozen souls rise in a cacophonous wave, imposing psychic damage and fear on those caught within its radius. |
Agathys Encounter Table (Levels 11–20) – The Frozen Judgment
d12 | Encounter Description |
---|---|
1 | The Frozen Titan: A colossal titan, its body entombed in cursed ice for centuries, begins to stir—its immense strength and tragic fury threaten to shatter the frozen wasteland. |
2 | Frost Demon Prince: A powerful demon lord of winter, cloaked in rime and malice, commands the ice with brutal authority and unleashes devastating, freezing attacks. |
3 | Lich of the Black Glacier: An ancient lich, its phylactery embedded deep within the cursed ice, rises to exact retribution on all who disturb its eternal slumber. |
4 | The Soul Prison: A massive, sentient block of cursed ice, containing the tormented souls of traitors, awakens to drain the life force of any intruders in its vicinity. |
5 | Winter’s Wrath: A supernatural blizzard of magical cold engulfs the party, accompanied by furious ice elementals that assault with unbridled savagery. |
6 | Black Ice Leviathan: A titanic, serpentine creature composed of living, cursed ice slithers beneath the surface, emerging to drag unsuspecting foes into the depths. |
7 | Frozen Doom Portal: A swirling vortex of dark magic appears in the ice, opening a gateway that summons otherworldly, nightmarish entities from beyond. |
8 | Spectral Army of the Betrayed: A host of vengeful, frozen spirits—once great traitors—arise in unison, their combined assault a blizzard of icy fury and psychic torment. |
9 | Shattering Fissure: The ground trembles as a titanic crevasse rips through the ice, releasing hordes of frozen horrors and engulfing everything in its path. |
10 | Eternal Warden: A monstrous, ancient devil-turned-guardian, now fused with the ice, emerges to defend a cursed relic—its mere presence exuding paralyzing dread. |
11 | Frostfire Elemental: A rare and deadly phenomenon where elemental frost and fire merge, creating a being that burns with a cold, searing rage, attacking with both frost and flame. |
12 | The Frozen Judgment: An immense, disembodied voice echoes from the heart of the glacier as a colossal frost colossus materializes, delivering a final, crushing retribution to all who dare disturb Agathys. |
FINAL OVERVIEW
Carceri stands as a place where betrayers, tyrants, and deceivers find themselves trapped in an inescapable cycle of punishment. Those who venture here find themselves changed by its dark energies, either learning from its despair or succumbing to its corruption. The plane’s unique traits shape all who enter, leaving them forever marked by its unyielding grasp.