Abyss (Dungeons & Dragons)

In the Dungeons & Dragons fantasy role-playing game, the Abyss, or more fully, the Infinite Layers of the Abyss, is a chaotic evil-aligned plane of existence. It is one of a number of alignment-based Outer Planes that form part of the standard Dungeons & Dragons (D&D) cosmology, used in the Planescape and Greyhawk campaign settings. The Abyss is also the name of one of the faith-based outer planes that form part of the Forgotten Realms cosmology. While the published 3rd-Edition source books indicate that the Abyss of the standard D&D cosmology is not the same plane as the Abyss of the Forgotten Realms cosmology, they are for all practical purposes identical.

Publication history

The plane known as the 666 layers of the Abyss was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in The Dragon #8, released July 1977. In the article Gary Gygax describes the plane as one of the "Typical lower planes".[1] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&D Players Handbook, published in June 1978, where it was described as "The 666 layers of the Abyss of absolute chaotic evil".[2]

Description

The description of the Abyss varies between different editions, campaign settings and even individual accessories. This can be viewed as the canonical status of the Abyss changing, or as an in-character explanation that the conflicting information is the result of misinformation spread by the demons themselves, and of misunderstandings by those who study them.

One description of the Abyss presents it as a region of intense, extreme, and unforgiving climates, with layers consisting of overwhelmingly fierce desert sandstorms; explosively unstable volcanic activity, boiling lava, and molten rock; blinding, sub-zero Arctic glaciers; bottomless oceans filled with enormous leviathans; nauseatingly putrid environments saturated with disease-causing fungi; and the endless, existential void of infinite space.

The Fiendish Codex I: Hordes of the Abyss sourcebook suggests that the Abyss may be alive, and that it spawns demons out of its urge to spread chaos and destruction.

In a critical review of Planes of Chaos for White Wolf Inphobia magazine, Keith H. Eisenbeis described the danger of adventuring in planes such as the Abyss, especially for low- and mid-level characters: "Sure, it's possible to design a situation in which first-level characters can accomplish something important and survive in the Abyss, but the immensity and power of the planes is undermined. In addition, on planes such as the Abyss, negotiating with evil creatures is frequently necessary, possibly making these planes useful to only neutral and evil characters."

Ken Denmead of Wired described a number of aspects of the Abyss as psychedelic, calling the doors on one layer of the Abyss similar to the "loony corridor scene from Sgt. Pepper's Lonely Heart Club Band."[3]

Inhabitants

The main race that inhabits the Abyss are the demons, chaotic evil beings. There are four kinds of demon: the classical, religion-inspired demons of evil and sin the Tanar'ri; the ancient, Lovecraftian Obyriths; the recently appeared Loumaras; and the other demons, which are simply demons that are not specified as belonging to any of the other three categories. Each of these categories contains numerous different species of demon. Of the four categories, the Tanar'ri are the most numerous and most influential and the true rulers of the plane.

The petitioners (souls of the dead who have been sent to the layer for the afterlife) of the Abyss are called manes, and they are the lowest caste of the Tanar'ri. They have pale white skin, sharp teeth and claws, and maggots are reported to crawl through their flesh. Manes that survive for many years may be promoted to greater forms of demon. Extremely clever, lucky ones that survive for millennia may even eventually become Demon Lords. The Demon Lord Orcus is one such demon lord who began as a mane.

The Demon Lords, also known as demon princes, are extremely powerful demons, mostly of the Tanar'ri category though a few Obyrith lords exist as well, who through sheer power and influence have come to rule over one of the layers of the Abyss. They are near god-like in power, each have unique forms, many have cult-followings upon the material plane, and they command scores of lesser demons. Known demon lords include Orcus, as well as Demogorgon, Graz'zt, Fraz-Urb'luu, Baphomet, Yeenoghu, Juiblex, Malcanthet, Pazuzu, Kostchtchie, Dagon, Pale Night, Obox-ob, Zuggtmoy, Sess'Innek, and numerous others.

Chaotic evil deities also inhabit the Abyss, including Vaprak, the god of ogres and trolls; Lolth, the demon queen of spiders and drow; and Great Mother, the goddess of beholders. These deities could also be considered demon lords however. The term "Demon Lord" is really more of a title than a category of beings, and deities such as those mentioned meet the criteria for bearing such a title of ruling over one of the Abyss' layers. Many of the formerly mentioned demon lords themselves have god-like traits; they sway the worship of entire races, have cult-followings, and sometimes even have portfolios attributed to them. Therefore, they might be gods. The exact distinction between "demon lord" and "deity" is rather unclear.

Structure

Like other outer planes, the Abyss is spatially infinite.

In the standard third edition D&D cosmology, the first layer shares its borders with the neighboring planes of the Windswept Depths of Pandemonium and the Tarterian Depths of Carceri; travel is possible between the Abyss and these planes at certain locations. The River Styx flows through the Abyss to many other lower planes, and as such can be used to gain access to those planes.

In fourth edition D&D, the Abyss lies at the bottom of the Elemental Chaos.

Layers

The Abyss is said to consist of an infinite number of layers, though the total number is also quoted as 666 (with an in-game explanation of the number having general numerological import). Layers are numbered based upon order of discovery by various personalities in the background details of the game, sometimes considered documented by the Fraternity of Order faction of the Planescape setting. Discrepancies in layer numbers between supplements and sources can be explained as catalogues that have been compiled by different sources.

It is impossible to know with any certainty whether layers are actually arranged in this precise order, in contrast to the known ordering of layers within all the other planes of the D&D cosmology. A useful metaphor is a deck of playing cards shuffled and then tossed down so they are piled together loosely, randomly, and sometimes not at all.

A list of layers named so far in D&D supplements includes:

Fauna

Historical influences

The name of the Abyss was inspired by the Abyss of Judaism and Christianity, which is both an infinitely deep source of chaos, and an alternate name for Hell.

Campaign settings

In the third edition version of the Forgotten Realms cosmology the Abyss links via the Astral Plane, to Toril, the Material Plane. A number of portals directly connect it with the Barrens of Doom and Despair, Clangor, and on occasion, with, Deep Caverns and The Fated Depths. The River of Blood originates in the Abyss and flows through the lower planes, allowing travellers access to those planes by navigating the river.

Footnotes

  1. ^ Eisenbeis, Keith H. (March 1995). "Feature Review: Planescape". White Wolf Inphobia (White Wolf Publishing) (53): 78–82. 
  2. ^ a Grubb, Jeff; Cordell, B.R.; Noonan D. (2001). Manual of the Planes. Wizards of the Coast. ISBN 0-7869-1850-0. OCLC 48123985. 
  3. ^ Baker, Richard; Wyatt J. (2004). Player's Guide to Faerûn. Wizards of the Coast. ISBN 0-7869-3134-5. OCLC 54950735. 
  4. ^ Niles, Douglas; Dobson, Michael (1988). H4 The Throne of Bloodstone. TSR, Inc. pp. 30–33. ISBN 0-88038-560-X. 
  5. ^ b c d e f g h McComb, Colin; Donovan, Dale; Cook, Monte (1995). Planes of Conflict. TSR, Inc. ISBN 0-7869-0309-0. 
  6. ^ i McComb, Colin; Cook, Monte (1996). Hellbound - The Blood War. TSR, Inc. ISBN 0-7869-0407-0. 
  7. ^ Donovan, Dale (1998). For Duty & Deity. Wizards of the Coast. ISBN 0-7869-1234-0. 
  8. ^ j k McComb, Colin (1997). Faces of Evil: The Fiends. TSR, Inc. ISBN 0-7869-0684-7. 
  9. ^ Niles, Douglas; Dobson, Michael (1988). "Chapter 3". H4 The Throne of Bloodstone. TSR, Inc. ISBN 0-88038-560-X. OCLC 20581457. 
  10. ^ l m n o McComb, Colin (1996). On Hallowed Ground. TSR, Inc. ISBN 0-7869-0430-5. 
  11. ^ Perkins, Christopher (November 2004). "Asylum". Dungeon (116): 61.  (and Dungeon #107 "Test of the Smoking Eye")
  12. ^ Perkins, Christopher (July–August 1996). "Nemesis". Dungeon. X, No. 6 (60): 32. ISBN 0-7869-0569-7. 
  1. Gygax, Gary (July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D". The Dragon #8 (TSR) I (8): 4.
  2. Gygax, Gary (1978). Players Handbook. TSR. ISBN 0-935696-01-6.
  3. Denmead, Ken (January 4, 2008). "Top 10 D&D Modules I Found in Storage This Weekend". Wired. Archived from the original on August 20, 2009. Retrieved August 20, 2009.
  4. Baur, Wolfgang. "Enemies of My Enemy." Dungeon #149. Bellevue, WA: Paizo Publishing, August 2007

References

Outer Planes
Celestia Bytopia Elysium Beastlands Arborea
Arcadia ↑Good↑ Ysgard
Mechanus ←Lawful Outlands Chaotic→ Limbo
Acheron ↓Evil↓ Pandemonium
Baator Gehenna Hades Carceri Abyss
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