Pandemonium Geographic Location in Dierde | World Anvil

Pandemonium

CN / CE Plane of Chaos

Pandemonium

Pandemonium was the plane between chaotic neutral and chaotic evil in alignment and had no native inhabitants but many that were either immigrants, exiles, marooned, or prisoners. The entire plane was made of passages and caverns seemingly carved from solid rock by the constant howling wind and wind-driven rivers. Demons and quasits lived or hid here and shadow demons were plentiful. Talos made his home here, and temporary visitors included Loki from Gladsheim and Loviatar of Gehenna. See the main page for more details on Pandemonium and its four known layers: Pandesmos, Cocytus, Phlegethon, and Agathion.   Great Wheel Cosmology
    The Windswept Depths of Pandemonium was the Outer Plane associated with the chaotic neutral and chaotic evil alignments in the Great Wheel cosmology, and an abandoned astral dominion according to the World Axis cosmology. Some characteristics of this plane were ascribed to the Deep Caverns in the World Tree cosmology model which was also known as the Dismal Caverns in the World Axis model.    
“ My god! The wind! The howling! It's driving me mad! ” — An ordinary thing to hear in Pandemonium.
   

Realms

 
  • Talos the Destroyer had a realm here.
  • Auril the Frostmaiden's palace and realm of Winter's Hall was located in Pandemonium.
  • Ibrandul, the Lord of the Dry Depths, called the caverns of Phlegethon—or more specifically, his realm of Ibrandyllaran—home until he was slain during the Godswar by Shar, deep within Undermountain where his remains were left petrified.
  • Cyric, the Black Sun, moved his realm, the Shattered Castle (though he called it "The Castle of the Supreme Throne"), to Pandemonium after residing in Hades before.
  • Garagos, the Reaver, kept his realm of Battle Garde on Cocytus.
  • Gorellik, the abandoned god of the gnolls, spent much of his time wandering Pandemonium.
  • Hruggek, the god of bugbears, had a great fortress named Hruggekolohk decorated with grisly trophies of those who trespassed.
  • Hidden Betrayal was the realm in Phlegethon of the derro god Diirinka.
  • Kar'r'rga, the Dread God of the sartani resided here.
  • Task the Taker and Holder, dragon god of greed, had his enormous hoard on Pandemonium.
 

Geography

Description

Pandemonium was made entirely of rock pierced by innumerable tunnels and caverns large and small. All open space was filled with howling winds that carried the sound of every word, shout, or scream uttered in the place. Without adequate protection, beings with hearing were rendered temporarily deaf in a matter of seconds and permanently deaf in a few minutes. Normal fires could not survive and there was no natural light. Conversation could only be accomplished by shouting at close range.   Gravity in Pandemonium always pulled away from the center of any cavern so a traveler could walk on the floor, walls, or ceiling. Streams and rivers would flow along one surface of a cave, or inexplicably down the middle through the air. The larger caverns were hundreds to thousands of miles/kilometers deep, wide, and tall, and the winds there could lift up small humanoids and carry them far away before a dangerous landing.   Pandemonium had four known layers, each with slightly different conditions:  
Pandesmos
The topmost layer with portals to Limbo, the Abyss, and Concordant Opposition was called Pandesmos and was the most habitable layer of the four. This layer had the largest caverns and the river Styx flowed through the rocky wastes. Nearly all great cities and citadels in Pandemonium were found here.   The most hospitable layer in the plane, though Pandemonium is far from being hospitable. Because it is the top layer, most travelers first appear through one of its many portals and can hopefully find their way to one of the few cities or settlements on the plane. Unfortunately for those travelers, there are dangerous creatures that lurk throughout the plane and are attracted to any amount of light.  
The Madhouse This large city takes advantage of the gravity on this plane and its buildings wrap completely around the circumference of its tunnel. What originally started as a simple walled inn ran by the Bleak Cabal has slowly become a large city. As more and more people came to live in the city, the inn has had to grow and random buildings have sprung out near its walls. After every raid against the city, the inhabitants build new walls to encompass the buildings that were put up outside the wall and the cycle repeats. More buildings are built outside the walls, a demon or slaadi raid comes through, and the inhabitants build a new wall to protect those outlying buildings.   This expansion has created a city with several inner walls circling the central inn that started the city and has become the official citadel for the Bleak Cabal where the important members of their faction meet and discuss the governance for this city.
 
Cocytus
The second layer was called the layer of lamentation because the wind whistling through the tunnels carried the cries of anguish and the sounds of sorrow. The passages on this level were narrower making the noise shrill enough to drive insane anyone with unprotected hearing. Unlike the natural looking tunnels and caves of Pandesmos, the passages of Cocytus were carved by beings unknown to even the gods.   Reportedly the loudest, is Cocytus. Because the tunnels are smaller on this layer, the wind rushes through it faster and creates a sound much like screams of agony and torment. One of the distinctive features of this level is that the walls bear the old markings of chisel marks, meaning someones or somethings came through and carved these tunnels in Pandemonium. Nobody is sure who that could’ve been, for the chisel marks are incredibly old and not even the gods are sure when those markings were made. Slowly, the wind is rubbing these chisel markings smooth and many archeologists have traveled to this layer to study not only the chisel markings but also ancient runes that are said to have been marked into the walls.  
Harmonica
  In a location in Cocytus is a large hub of interconnected tunnels and pillars of stone have been carved out with holes dotted through them in different sizes. As the wind passes through these columns, an otherworldly sound can be heard that is far more terrible than any other sound in this plane. This location is heavily searched for by bards and musicians who claim you can hear the secrets of the planes in its melodies if you just listen long enough.
 
Phlegethon
The third layer was the layer of dark and damp. The walls were matte black and absorbed all light with no reflection—all light sources could only illuminate half as far as normal. Many rivers and streams cut through the black rock and the constant dripping of eons built up stalactites, stalagmites, and other cave formations.   The third layer of Pandemonium has the distinct feature that gravity operates like normal, meaning that it has a ceiling and a floor. Because of this, this layer is the only one to feature stalagmites and stalactites, and some even claim the wind is calmer on this level. Because this level can be difficult for outsiders to locate, it has become a favorite spot to hide from gods, demons and other powerful creatures. Those who live down here are known as the Banished, and many of them sport family lineages that have lived in this plane for generations.  
Windglum This city is the home for many of the Banished, and its citizens are highly suspicious of anyone who would travel to their city. One of the few spots that welcome adventurers at least a little warmly is the Scaly Dog, an inn inside of the city that is the perfect location in all of the planes to discuss secret plans, hire mercenaries or any other devious plots. The city is haphazardly laid out with hundreds of globes of light providing illumination for its citizens.
 
Agathion
Agathion (pronounced: /ɑːˈgeɪθiɒn/ a-GAY-thee-on) was the deepest known layer of Pandemonium and was made of solid rock with no tunnels and only giant spherical bubbles of air or vacuum. Those bubbles with a barrier to Phlegethon were filled with huge windstorms capable of flinging even large humanoids around. Pockets without a connection to the next level were often the final resting places of things that should not be awakened.   The final layer of Pandemonium and is the only one that doesn’t feature endless tunnels of wind, instead, it is solid stone with pockets of emptiness. Because these pockets are nigh impossible to find or get to, they are used by the gods to hide powerful artifacts that could destroy worlds or put monsters that can not be destroyed. Many of these pockets have portals that allow the wind to enter in from the rest of the plane, and this causes a massive windstorm that is so powerful that it can destroy any creature or object that steps through as it dashes them against the walls over and over at intense speeds.   Other pockets on this plane may not have any portals to them, which means that if they do have air, that it is incredibly stale or that the pockets are a vacuum with no atmosphere inside. These pockets can only be reached by those who know about them and have a way to get to them as they might be thousands of miles through solid stone away from a tunnel.  
River Styx The headwaters of the River Styx begin in the top layer of Pandemonium, and it is fed from the numerous streams of water that follow the tunnels of this plane. While these small streams aren’t as potent while so small, they are still dangerous for travelers as they can cause minor memory loss and apathy. It's not unheard of for a larger stream heading to the River Styx to have dead bodies around it from those who gave up on life while drinking from it, that is if the bodies haven’t been blown to dust yet.   Vecna’s Tower Somewhere in the twisting mazes of Pandemonium, is the black tower of Vecna. Some claim that the black tower acts as the domain to Vecna’s godhood, while others claim it is just a tower filled with the undead that Vecna created, and abandoned, a long time ago.
 

The Windswept Depths of Pandemonium

Layers and their Realms
 
Pandesmos Cocytus Phlegethon Agathion
Black Sewers Battle Garde Hidden Betrayal
Towers of Ruin Hruggekolohk Ibrandyllaran
Winter's Hall Shattered Castle Unseelie Court
 

Ecosystem

There are no true natives to this plane as all the inhabitants came after the plane was created, which no one is sure when that happened as even the creator of this plane is unknown. Those who live in Pandemonium often have little to no choice, either because they are in hiding from others or because they have been banished from their homes and everywhere else.   Life in the plane, depending on who you are, can be incredibly lonely. Those lost in the tunnels may never see another living being for as long as they live, the tunnels can be thousands of miles long and never bring a traveler close to any sort of civilization. Those lucky few who have stumbled upon civilizations or even other adventurers should always be on their guard, the winds of Pandemonium can make anyone become overcome with Wind Madness, a type of madness that never really leaves someone's mind even long after they leave Pandemonium.   The few cities that exist in Pandemonium are well fortified, though not well-defended. Each city has been forced to build large stone walls against the raiding parties of demons that come from the Abyss or the slaadi who journey from Limbo, though because Pandemonium is focused on chaos, there is rarely any real standing soldiers or guards to hold off such an invasion. Largely, citizens of these towns are forcibly constricted to fight off demon or slaadi assaults, though neither side in these struggles utilizes higher-minded strategies as that requires the ability to follow order and law.  
Factions & People
Banished
The Banished is a term used to describe those who live on Pandemonium but are not part of a group or faction. They aren’t a very unified people, but rather display key similarities due to the wind and the very fact that they, or one of their ancestors, had done something to displease a creature powerful enough to send them to this plane. There are several goblinoid tribes that are somewhat adapted to the plane’s maelstrom of wind, as well as settlements of duergar, drow, gnomes, halflings, and humans. There are also dispossessed demon lords in hiding from their rivals, vampire lords who have grown insane due to the wind, and githzerai who have committed horrible sins against their kind.  
Bleak Cabal
The Bleak Cabal is one of the factions originally out of Sigil, and are strong believers that there is no meaning in anything. They go so far as to claim that the gods, the multiverse, and everything else doesn’t make sense and there is no meaning to it. They are nihilistic to a fault, though they are highly encouraged to look inside themselves for meaning. They have a headquarters in Sigil at the asylum just outside The Hive.  
Leader
Maris Warrow is the current Matron of the Inn, which also makes her the Lady of the Citadel, at the Madhouse located on the first level, Pandesmos. Before she had arrived, it was run by another of the Bleak Cabal who decided to venture into the twisting tunnels for a vacation. It was two years later that Maris Warrow arrived and saw the glorious madness of Pandemonium, and the terrible condition that the Madhouse was in. Those who hadn’t joined the old master of the inn were bickering as to who should be in charge, and so nothing was getting done. Maris Warrow arrived and began giving out orders and people obeyed her, assuming that the headquarters in Sigil had sent her, though they hadn’t.  
Myriad of Gales
A college of music formed by the planeswalker bard, Catalan the Mad located somewhere in the second layer, Cocytus. It is often claimed by many to be a place of sanctuary to those traveling through Pandemonium, unfortunately, the bards here are more interested in understanding the secret of madness in the traveler’s mind rather than helping their body or soul in this place. They are constantly at odds with the Bleak Cabal as they are in search of answers to the multiverse, which they know for certain can be found somewhere in the howlings winds of madness.  
Powers
No deity lays claim over Pandemonium, though several have small domains on this plane where they go to hide out from other gods or to keep powerful secrets away from prying eyes. Trickster gods, like Loki, will retreat to Pandemonium when a trick has gone too far with the other gods, laying low in his white crystal palace, known as Winter Hall, somewhere in Pandesmos guarded by frost giants and huge snowdrifts.   In the older editions, before the Feywild was created, the Unseelie Court led by the Queen of Air and Darkness could be found on the third layer, Phlegethon. The court is the opposite of the Seelie, where there might be laughter, there is hatred. Friendship is matched with enslavement and the warmth of fires is replaced with the cold, unending winds. The Queen of Air and Darkness, whose name is long lost, is the sister to Titania, Queen of the Seelie Court, and they used to be very close in their youth until the Queen of Air and Darkness found the Black Diamond that corrupted and twisted her.  
Unknown Monsters
Hidden in pockets throughout Agathian are the monsters that the gods were unable to control, or unwilling to destroy. The unwillingness to destroy a powerful monster is because if gods struggle to kill it, then it can make the perfect guard of a powerful magical artifact that the gods wish to be locked away in case they ever need it again. These monsters are driven mad by the isolation and winds and are all the more deadly for it.   Though, not every unknown monster is locked away in Agathion. In the dark and twisting tunnels of Phlegethon, there are rumors of vampire lords, dragons of incredible size as well as giants and more all warring for territory, their lairs twisted by the howling wind.

Ecosystem Cycles


Afterlife

Only the spirits of the most merciless bugbears traveled to Pandemonium after death.   Afterlife article on FR WIki

Localized Phenomena

Traits

Chaos is a defining feature on Pandemonium, and its twisting tunnels do everything they can to leave travelers lost and confused. Because this plane is near the Abyss and the other evil planes of existence, there is a slight tinge of evil that permeates into the creatures that live here.  

Spells

Due to the intense wind, spells that require a target to hear you generally fail, like Power Word Kill. These spells must be screamed and even then unless the target is close enough, most editions agree at least 10 feet, the spell is wasted as the wind drowns out your voice. Another issue for many spellcasters is using material components, if you don’t have a strong enough grasp on your spell components, they can be ripped from your hands, wasting your spell before you can even cast it. Luckily, for some, wild magic is especially potent on this plane and wild magic users find this plane to empower them with energy and to increase the power of their spells.  

Wind Madness

Wind Madness is the effect that Pandemonium has on every visitor to this plane, though some suffer from it more so than others. There are four stages to this madness: it starts with Frustration, then Despair, succumbing to Hysteria, and finally Resignation. When a creature first falls to the madness, they are Frustrated and become angry, snapping at their friends and allies. Next, they fall to Despair, realizing they’ll never leave the wind and Pandemonium and becoming lifeless. Once they are fully into Despair, something in them snaps and the Hysteria takes over. Hysteria causes travelers to hide from the wind, to rock back and forth in tears before finally arriving at Resignation. Resignation means that the traveler has accepted the wind and that something has changed forever in them, and with that comes a madness or a nervous tick that never leaves them. These nervous ticks may only appear while they are on Pandemonium, which means if you hire a guide in Sigil who appears to be perfectly normal, they may arrive in Pandemonium and immediately begin suffering from their madness. These madnesses help travelers cope with the winds, though it can be frightful for those who have never heard of it before.

Climate

Atmosphere

The atmosphere of Pandemonium is very similar to that found on the Material Plane in that it is breathable and not dangerous to breathe in. On the other hand, it is incredibly dangerous to stay in the wind for any length of time as it can quickly make you permanently deaf and leave you with a lasting madness, that is unless it kills you first. The blaring tempest of wind comes and goes, though it is always there. Sometimes the wind picks up from a dead standstill to an intense galeforce wind that can pick up even massive creatures and slam them down a tunnel, pummeling their body into the stone walls until nothing remains of them except for dust.

Fauna & Flora

Inhabitants

Pandemonium had no known indigenous life forms but many inhabitants that were either immigrants, visitors, exiles, marooned, or prisoners. Quasits and shadow demons were plentiful, as well as many low- to mid-level demons and the occasional demon lord-in-exile.

Tourism

Travel to the Plane

Traveling to the plane is as complicated as finding an appropriate portal, with the Abyss and Limbo featuring a number of portals to the windy tunnels of madness. Or, if someone has the ability to do so, they can use spells like Plane Shift or travel through the Astral Plane, looking for a magenta color pool to lead them to a random location inside of Pandemonium.   It is far harder to leave Pandemonium to arrive, and because this plane is focused on chaos, portals rarely stay for long. The winds are said to create and destroy the portals to this plane, and no one knows when they might blow through. One location in Pandemonium is said to take you anywhere in the planes, though you have to be able to scream louder than the howling winds and be able to scream where you wish to travel too. No one is sure if this is even possible as the cacophony of wind seems to grow louder and louder the more you scream to be heard.  

Traversing the Plane

Journeying across the plane is fairly easy so long as you have some way to light your way or you have some sort of innate ability to see in the dark. The plane is highly restrictive and is made up of interconnected tunnels that allow you to journey from the top layer of the plane, Pandesmos, to the second-lowest layer, Phlegethon. These tunnels can range in size to something so small that a rat would have a hard time squeezing through to tunnels that are miles and miles wide, though most are typically twenty to thirty feet across.   Gravity is focused away from the center of the tunnel, this means that a traveler can walk along the walls, ceiling and floor with no difference, though the third layer of Pandemonium breaks this as Phlegethon has a set gravity and so is the only layer to feature stalagmites and stalagtites. One of the unique features for this type of gravity in Pandemonium is that most tunnels have rivers that can spiral all around the tunnel, going up the walls, on the ceiling and moving back to the floor. Occasionally, the river might break away from the floor and become perfectly suspended in the center of the tunnel, flowing down the center and hovering in space.   Rivers that flow in the center of the tunnel can be incredibly dangerous depending on which river you are following as the headwater for the River Styx begins from several rivers in these tunnels, and while the power of the River Styx is diluted in these small streams, drinking from these black, inky waters can still cause memory loss. Many travelers may not even realize that the river they are drinking from is causing their memory to be lost, as every time they drink from it they forget that they had drunk from the river. Over a long period, this can have the same effect as if they had fallen into the River Styx.

Sources
Source(s):
 
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 100. ISBN 0880383992.
  • Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 62. ISBN 0880383992.
  • Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8.
  • Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), p. 16. ISBN 978-0-7869-5002-7.
  • Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 47. ISBN 978-0786965622.
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 73. ISBN 0880383992.
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992.
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 99. ISBN 0880383992.
  • Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), pp. 96–99. ISBN 0-7869-1850-8.
  • Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), pp. 106–107. ISBN 978-0-7869-5002-7.
  • Rob Heinsoo, et al. (April 2010). The Plane Above. Edited by Cal Moore, et al. (Wizards of the Coast), pp. 116–118. ISBN 978-07869-5392-9.
  • Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 58. ISBN 978-0786965622.
  • Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 148. ISBN 0-7869-3134-5.
  • Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 63. ISBN 978-0-7869-4924-3.
  • Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 80. ISBN 1560768746.
  • Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  • Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 101. ISBN 0880383992.
  • Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.). ISBN 0-88038-472-7.
  • Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 32. ISBN 0-8803-8828-5.
  • Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 181. ISBN 0-7869-0430-5.
  • Ed Greenwood, Jeff Grubb (August 1987). “Cyclopedia of the Realms”. In Karen S. Martin ed. Forgotten Realms Campaign Set (TSR, Inc.). ISBN 0-88038-472-7.
  • Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 15. ISBN 0-8803-8828-5.
  • Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), pp. 71–72. ISBN 978-0786903849.
  • Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 51. ISBN 978-0786903849.
  • Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 17. ISBN 0-8803-8828-5.
  • Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 63. ISBN 0-7869-0430-5.
  • Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 18. ISBN 978-0786906574.
  • Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 9. ISBN 1560768746.
  • James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 105. ISBN 0-935696-22-9.
  • Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 175. ISBN 0-7869-0430-5.
  • Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 83. ISBN 0-7869-0430-5.
  • David Cook (October 1992). “Al-Sartan”. In Bill Slavicsek ed. Golden Voyages (TSR, Inc.), p. 8. ISBN 978-1560763314.
  • Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), p. 121. ISBN 0-7869-0709-6.
  • Nigel Findley, et al. (October 1990). Draconomicon. Edited by Mike Breault. (TSR, Inc.), pp. 27–28. ISBN 0-8803-8876-5.

 
 
Map of the Planes
         

Alternative Name(s)
Plane of Chaos, Windswept Depths of Pandemonium, The Howling Land
Type
Plane of Existence
Location under
Owner/Ruler
Additional Rulers/Owners
Owning Organization

5E Statistics
Pandemonium
Windswept Depths of Pandemonium

  Plane of Chaos  

Basic Information

Natives Howler
Color Pools Magenta
Tuning fork Iron, C♯
 

Outer Plane

Shape & Size Four infinite layers
Gravity Objective Directional:
away from the center
of passages and caverns
Time Normal
Morphic trait Divinely*
Alignment trait CE / CN
Magic trait Normal, but sound-based spells
have very limited range
Layers Pandesmos
Cocytus
Phlegethon
Agathions


Pandemonium (Plane of Chaos)

 
  • Demogorgon, the Prince of Demons
  • Graz'zt, the Demon Prince of Pleasure
  • Juiblex, the Demon Prince of Slime
  • Zuggtmoy, the Demon Prince of Fungi
  • Orcus, the Demon Prince of the Undead
  • Fraz-Urb'luu, the Demon Prince of Deceit
  Inhabitants
Inhabitants of Pandemonium
 
 
  Creatures
Creatures of Pandemonium
 
 
  Deities
Deities of Pandemonium
 
 
  Divine realms
Divine realms of Pandemonium
 
 
  Locations
Locations of Pandemonium
 
 
  Organizations
Organizations of Pandemonium
 
 
  Settlements
Settlements of Pandemonium
 
 
  Roads
Roads of Pandemonium
 
 
  Mountains
Mountains of Pandemonium
 
 
  Forests
Forests of Pandemonium
 
 
  Bodies of water
Bodies of water of Pandemonium
 
 
  Items
Items of Pandemonium
 
 
  Food and drink
Food and drink of Pandemonium
 
 
  Events
Events of Pandemonium
 
 
  Maps
Maps of Pandemonium
 
 
  Images
Images of Pandemonium
 
 
   
See Also: Pandemonium on Forgotten Realms Wiki  

Cosmology of the Realms

The Great Wheel
  Prime Material Plane   Transitive Planes   Inner Planes   Para-Elemental Planes
  • Frostfell
  • Swamp of Oblivion
  • Fountains of Creation
  • Great Conflagration
  Quasi-Elemental Planes
  • Lightning
  • Radiance
  • Minerals
  • Steam
  • Vacuum
  • Ash
  • Dust
  • Salt
  Outlands
  • Sigil
    Outer Planes  
Mount Celestia Bytopia Elysium Beastlands Arborea
Arcadia ↑Good↑ Ysgard
Mechanus ←Lawful Outlands Chaotic→ Limbo
Acheron ↓Evil↓ Pandemonium
Nine Hells of Baator Gehenna Hades Carceri Abyss
  Planar Pathways
  • Infinite Staircasel
  • Oceanus
  • Mount Olympus
  • Styx
  • Yggdrasil
  Far Realm