Planescape: Araqar
Well Met Travellers,
Welcome to another Planescape post.
Last week, I covered the Plane of Tempus, the realm of time and fate.
This week, I am covering the Plane of Araqar, my world's version of hell. It is a place of evil, sin, and torment. The landscape of Araqar is a great valley that spans many hundreds of miles. Beyond the hills that surround this valley, there is a series of deep jagged mountains, and beyond that is the Wailing Entanglement, a Labyrinth designed to prevent Demons and their ilk from escaping the plane.
At the center of the valley is the Palace of the Demon King, Vadhumal. The entire valley around the palace is a battlefield where frost, fire, void, and shadow demons play at war. On top of the Hills in the cardinal directions are the Holds of the Primary Araqoric Dukes. In the intermediate directions are the lands of the lesser dukes with smaller holdings. In the mountains are the Itholduss, a legion of demons whose purpose is to hunt down any creature trying to flee from Araqar into the Wailing Entanglement.
The Palace of the Demon King is a place of both pain and pleasure as he indulges himself in all forms of debauchery. He fills his palace with a Harem of slaves and Succubi to serve him. He keeps a torture chamber for punishing the mortal souls that he has claimed as his own. An arena serves as a place where he can watch his favorite pets (pets are not always animals) fight to the death.
The Wailing Entanglement is a Labyrinth designed by the gods as a means of protecting mortals from demons. This labyrinth was created with many different traps, puzzles, and pitfalls in the hopes of transporting the Demon back to his Domain.
The Main forms of life on Araqar are the demons who dwell there, and there are many kinds of demons in Araqar.
The single most powerful creature in Araqar is the King, Vadhumal. He is the immortal created by Echos to dwell in this land and is the father of Demonkind. He is an imposing figure. He is a shape changer, but his most common form is an armored Knight whose armor has warped and twisted into an almost skeleton-like appearance. He wields a large array of powers that he can use to either subtlely manipulate or outright destroy his enemies both physically and mentally. He rules Araqar with an Iron Fist. His word is absolute law, and he is the only one who can allow demons to Bypass the Itholduss.
As it was said above, all demons play at war. This is because war is a gamble to demons, for they cannot be slain by their own kind in Araqar. War is a way for demons to earn promotions and to win souls (one of the few forms of Currency in Araqar) from other demons.
Welcome to another Planescape post.
Last week, I covered the Plane of Tempus, the realm of time and fate.
This week, I am covering the Plane of Araqar, my world's version of hell. It is a place of evil, sin, and torment. The landscape of Araqar is a great valley that spans many hundreds of miles. Beyond the hills that surround this valley, there is a series of deep jagged mountains, and beyond that is the Wailing Entanglement, a Labyrinth designed to prevent Demons and their ilk from escaping the plane.
At the center of the valley is the Palace of the Demon King, Vadhumal. The entire valley around the palace is a battlefield where frost, fire, void, and shadow demons play at war. On top of the Hills in the cardinal directions are the Holds of the Primary Araqoric Dukes. In the intermediate directions are the lands of the lesser dukes with smaller holdings. In the mountains are the Itholduss, a legion of demons whose purpose is to hunt down any creature trying to flee from Araqar into the Wailing Entanglement.
The Palace of the Demon King is a place of both pain and pleasure as he indulges himself in all forms of debauchery. He fills his palace with a Harem of slaves and Succubi to serve him. He keeps a torture chamber for punishing the mortal souls that he has claimed as his own. An arena serves as a place where he can watch his favorite pets (pets are not always animals) fight to the death.
The Wailing Entanglement is a Labyrinth designed by the gods as a means of protecting mortals from demons. This labyrinth was created with many different traps, puzzles, and pitfalls in the hopes of transporting the Demon back to his Domain.
The Main forms of life on Araqar are the demons who dwell there, and there are many kinds of demons in Araqar.
The single most powerful creature in Araqar is the King, Vadhumal. He is the immortal created by Echos to dwell in this land and is the father of Demonkind. He is an imposing figure. He is a shape changer, but his most common form is an armored Knight whose armor has warped and twisted into an almost skeleton-like appearance. He wields a large array of powers that he can use to either subtlely manipulate or outright destroy his enemies both physically and mentally. He rules Araqar with an Iron Fist. His word is absolute law, and he is the only one who can allow demons to Bypass the Itholduss.
https://goo.gl/images/YWqBT3 |
The Next Form of life in Araqar is the Major Dukes of Araqar. Each Duke has his or her own domain. Each Duke takes on aspects of Mortals' Greatest Fears.
The First of the Araqoric Dukes is Claustrophobus, Lord of Confinement. He is a large horned creature with large piercing fangs. He governs over the Demons of the Flaming Horde (fire demons). He rules with brute force and will fight to the last man. He wields a large, three-headed flail; the heads of this flail are caskets, and he uses them to confine and torture any who are hit by the vile weapon. His domain is in the north and is known as the Devil's Gate Prison.
The Next Duke is Efren, Overlord of Shadows. He appears to be a human in a long black duster jacket with a wide brimmed hat. Curling from his forehead are two large, smoky, Ethereal Horns. His eye sockets are hollowed out, and black smoke pours from the voids. He governs subtlely, preferring to make deals and claim souls through intrigue rather than brute force. He understands the nuances of a long, far-reaching, and well-crafted plan. He is also the Duke most likely to make pacts with mortals in exchange for power. His Domain lies in the West and is known as the Shadow Citadel.
The Third Duke is the Dutchess Arachnaria, Matriarch of Spiders. She is a human-spider hybrid. She leads the Defilers of the Void. Her specialty is magic that destroys; she desires nothing more than to see all opposition wither and die due to lack of sustenance. She keeps control of her lessers by threatening to deprive them of the things that they most desire. She walks a fine line between subtlety and overt force. Her domain is in the East and is known as the Vacuous Web.
The final Duke is known as Cleebohn, Lord of the Hightower. He is a gaunt Winged Creature with long razor sharp talons for hoisting and dropping the unfortunate souls who face him. He controls through bribery and flattery and leads the Frozen Legion. He fears his fellow Dukes, Especially Claustrophobus. He resides in the South, and his Domain is known as the Hoarholm.
The lesser Dukes are representations of sins, and they change as demons gain and lose the favor of greater dukes.
The Next form of life in Araqar is the ordinary rank and File demons. These demons are divided into the categories of Fire, Frost, Void, and Shadow.
Fire demons are demons of brute force, they prefer to invade the other planes and fight and pillage. They care little for strategy, preferring to cause as much strife and chaos as they can before being slain or banished. They are typically stronger and more athletic than the average demon.
Frost Demons are meek. They prefer to pick off lonely targets and flee when outnumbered. They typically possess wings and more agility than the standard demon. When defeated, a frost demon will linger on the defeat and plan how to get back at the culprit, but they are quick to give up on a grudge.
Shadow demons tend to be clever. They tend to craft deals and trick people into selling their soul rather than engaging in combat like other demons. When forced to kill or fight, they will quite often possess a host and let that body be ravaged before they risk their own hides. A shadow demon has no problem fleeing, for it is better to lick one's wounds and plan for another day than be vanquished. These demons typically possess limited corporeal forms and are masters of possession. These demons also tend to hold grudges and execute their plans.
Void demons are ravenous. They tend to collect souls by sucking them out of the bodies of mortals through a kiss or some form of magic. They will fight if they must but prefer to fight when they outnumber their opponent. They will take any soul, but they prefer to harvest souls from those who have lost everything that they hold dear. Void demons tend to be attractive and irresistible to humans.
The last kind of creature that exists in Araqar is the soul. Souls come to Araqar in a number of ways: those killed by demons, deals with the devil, sucking them out, etc. These souls are used as both currency and cannon fodder. When demons suspect a trap, they will send souls to trigger it; they also act as menial foot soldiers, fighting in places that demons cannot be bothered to go. When a war game ends, losers give souls to victors.
I think that is all for this time. I hope you enjoy Araqar; If you have any questions comments, Just leave them down below.
Until Next Time,
Farewell and Safe Journeys, Travelers
The Next form of life in Araqar is the ordinary rank and File demons. These demons are divided into the categories of Fire, Frost, Void, and Shadow.
Fire demons are demons of brute force, they prefer to invade the other planes and fight and pillage. They care little for strategy, preferring to cause as much strife and chaos as they can before being slain or banished. They are typically stronger and more athletic than the average demon.
Frost Demons are meek. They prefer to pick off lonely targets and flee when outnumbered. They typically possess wings and more agility than the standard demon. When defeated, a frost demon will linger on the defeat and plan how to get back at the culprit, but they are quick to give up on a grudge.
Shadow demons tend to be clever. They tend to craft deals and trick people into selling their soul rather than engaging in combat like other demons. When forced to kill or fight, they will quite often possess a host and let that body be ravaged before they risk their own hides. A shadow demon has no problem fleeing, for it is better to lick one's wounds and plan for another day than be vanquished. These demons typically possess limited corporeal forms and are masters of possession. These demons also tend to hold grudges and execute their plans.
Void demons are ravenous. They tend to collect souls by sucking them out of the bodies of mortals through a kiss or some form of magic. They will fight if they must but prefer to fight when they outnumber their opponent. They will take any soul, but they prefer to harvest souls from those who have lost everything that they hold dear. Void demons tend to be attractive and irresistible to humans.
The last kind of creature that exists in Araqar is the soul. Souls come to Araqar in a number of ways: those killed by demons, deals with the devil, sucking them out, etc. These souls are used as both currency and cannon fodder. When demons suspect a trap, they will send souls to trigger it; they also act as menial foot soldiers, fighting in places that demons cannot be bothered to go. When a war game ends, losers give souls to victors.
I think that is all for this time. I hope you enjoy Araqar; If you have any questions comments, Just leave them down below.
Until Next Time,
Farewell and Safe Journeys, Travelers
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