Kythri

Alias le Chaos Bouillonnant
Langue Kythric
Alignement Fortement Chaotique
Particularité Temps et gravité imprévisible
Magie Amélioré Magie Chaotique
Magie entravée Magie Loyale
Limitrophe Imprévisible
Éloigné Imprévisible

kythri2.jpg Kythri, le Chaos Bouillonnant est l'opposé de Daanvi. Hautement morphologique, ce plan est une masse agitée de terre, d'eau, d'air, de feu, de magma, de vapeur et de toute autre sorte de forces élémentaires.

Description

Kythri est dans un état d'agitation constant, bien que certains puissent empêcher un emplacement de se transformer par la force de leur volonté, ne serait-ce que pour une courte période de temps. La gravité change au hasard dans des directions aléatoires.

Habitants

  • Les habitants les plus nombreux de Kythri sont les slaads .
  • Les ** Titans ** immortels, qui prétendent être les ancêtres des Géants modernes, résident en Kythri.
  • Une autre race qui habite Kythri sont les Githzerai . Bien que les githzerai aient été créés par les Daelkyrs de Xoriat en tant que race d'esclaves, ils ont fui leurs maîtres pendant la Guerre Daelkyr, cherchant la sécurité dans le plan de Kythri il y a environ 9 000 ans.
  • Les Élémentaires d'Orage proviennent de Kythri, et sont connus pour passer dans Éberron pendant les périodes limitrophe.
  • Plusieurs sortes de créatures monstrueuses peuplent Kythri, tel que les telles que les howler s .

Zone De Manifestations

  • Il existe de nombreuses zones de manifestations vers Kythri au sein de la nation d' Adar sur le continent de Sarlona, dont la plus grande est appelée Uutkleza .
  • La Montagne de l'aiguille de Kyrril , à l'intérieur des Les Pointes Noires, se trouve dans une zone de manifestation de Kythri. C'est pour cette raison que la montagne change de forme chaque jour.
  • Des zones de manifestations parsèment les Frontières de l'Ombre , où ils sont patrouillé par Les Gardiens pour s'assurer qu'aucune créature ne déborde de ce plan.

Effets sur le plan matériel

Kythri ne suit pas une orbite planaire définie mais plonge plutôt à travers Le Plan Astral à des intervalles aléatoires tantôt dévalant l'espace, tantôt ralentissant jusqu'à ramper. En raison de cette particularité, Kythri peut être limitrophe avec Le Plan Matériel pendant un jour ou un siècle et peut être distant pendant quelques mois seulement avant de reprendre contact avec le Plan Matériel. La superstition populaire relie les périodes limitrophes aux époques de troubles et de guerre. De nombreux chercheurs croient que Kythri était limitrophe pendant les premières décennies de la Dernière Guerre, mais aucune preuve solide ne soutient ces affirmations.

Il ne semble pas y avoir d'effet sur Éberron lorsque Kythri est distant.

Kythri: The Churning Chaos It’s hard to keep a consistent rhythm in Kythri. It takes effort to maintain any pattern of behavior; without even thinking about it, people in Kythri adjust their behavior to avoid repetition. This is the essence of Kythri. On the one hand it’s a vision of chaos, but it’s also about change, adapting to overcome the unexpected, and challenging traditions. Kythri is commonly imagined as utterly unstable, with landscapes taking shape only to boil away within moments. And this is true of the heart of the realm, known as the Sea of Chaos. But at the edges of the sea, there are islands that linger. The environments of these Shifting Islands steadily and constantly change; a vast desert might be a lush rainforest in a few hours. But the land itself remains constant, and creatures can live on these islands, adapting to the endlessly changing environment. While Kythri constantly changes, its elements are usually natural. A jungle becomes a desert, a blizzard becomes a sandstorm—but it’s comprised of sand, not tiny marble busts of King Boranel. This distinguishes Kythri from Xoriat or Dal Quor; while constantly changing, it’s generally change between plausible options, unlike the unreal environments of the Realm of Madness and the Region of Dreams. Universal Properties All things change in Kythri, even time and the future. The only thing that’s truly reliable is that nothing’s reliable. Broken Rhythms. A creature can’t take the exact same action on two consecutive turns. If it previously stood still, it must move. If it previously moved, it can stand still or move a different distance. A creature can cast a spell in two consecutive turns, but it can’t be the same spell. A creature can attack on two consecutive turns, but the second attack must be described as substantially different in style from the one before. Fluid in Form. When a creature casts a transmutation spell, its range is doubled; if it has a duration of at least 1 minute but less than 24 hours, the duration is doubled. Embrace the Unknown. In order to cast a divination spell of 1st level or higher, a creature must succeed on a spellcasting ability check with a DC equal to 12 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost. Divination spells cast on other planes can’t affect or target creatures, places, or objects on Kythri. The Odds Are Odd. If the d20 roll for an attack is a 1 or a 2, the attack misses regardless of any modifiers or the target’s AC. If the d20 roll for an attack is a 19 or 20, the attack hits regardless of any modifiers or the target’s AC, and is considered a critical hit. If a creature has an ability or item that increases its normal range of critical hits—such as the Champion fighter’s Improved Critical—its range increases by 1. Constant Change. Nothing remains exactly the same in Kythri. Whenever a creature finishes a short or long rest, it finds that something changed about it or its possessions. Each player should describe what’s changed about their character; this could be as simple as your cloak changing color or your sword now having a stylish Aundairian design when it was originally Karrnathi. You could choose for the change to be physical—your skin, hairstyle, or sex—or mental—you suddenly hate olives or no longer believe in the Sovereign Host. These changes have no mechanical impact: the coins in your pocket may change in design, but copper coins won’t turn into platinum. If you want a change to have mechanical impact—for example, if your cleric’s faith or race changes and you want your character sheet to reflect that—discuss the possibility with your DM. Chaotic Time. Time is fluid in Kythri, inconsistent both with the Material Plane and within its own islands. Adventurers who spend a day in Kythri could find that a year has passed in Eberron, or they could be trapped in Kythri for a year and find that only an hour has passed when they return. Denizens Most of Kythri’s denizens fall into one of three categories. Wild Things The islands of Kythri are inhabited. But how can a creature survive in an environment that can be a desert today and a glacier tomorrow? The answer, of course, is that the creature must change with the environment. Kythri’s islands include some creatures that appear to be natural beasts, though they change as the region around them does; the wolf in the forest becomes an arctic wolf when the land turns into a glacier, and turns into a jackal when it’s a desert. Even beyond their practical changes for survival, Kythrian creatures might be constantly shifting their plumage, behavior, and more fundamental biology, whether from moment to moment or day to day. However, not all of Kythri’s wild things transform into familiar forms. Part of the plane’s core concept is evolving in response to change, and Kythri is home to many creatures that blend the features of two or more natural beasts: monstrosities such as the owlbear, griffon, and chimera. It’s commonly accepted that at least some of these monstrosities first appeared in Kythri, and that they first appeared in Eberron either by passing through portals or due to the influence of manifest zones. Just as the environments of Kythri are chaotic but largely blend natural elements, Kythrian monstrosities typically blend the forms of natural creatures. While there are hippogriffs and griffons in Kythri, inherently alien creatures like kruthiks and gricks aren’t found here. The wild things of Kythri also include natural shapechangers, notably a wide variety of mimics—even colossal ones that can assume the shape of natural features such as hills or mountains. It’s quite likely the mimics of Eberron either immigrated from Kythri or were created by its influence, much like the sahuagin of the Eternal Dominion use the blood of the kar’lassa bound to Kythri to create their plasmids. Unlike other planes where these wild things would likely be manifestations, the wild things of Kythri are mortal creatures. They live, reproduce, and die following (mostly) natural means, and have to find sustenance and shelter in their islands. Between the strange flow of time and unusual environments, this can lead to dramatic surges in populations or sudden extinctions. However, the plane itself seeds new life into islands that somehow become depopulated, and if all the griffons in Kythri were to die, new ones would eventually evolve. So even though Kythri doesn’t have manifestations, it ensures a steady stream of mortals exist—and when they die, it replaces them. Slaadi The slaadi are native immortals of Kythri. Though they do reproduce (in strange and disturbing ways) and can die of mortal ailments, they’re defined as immortals because their population remains constant. Whenever a new slaad is born—whatever the method of its creation—an existing slaad dies, seemingly at random. And whenever a slaad is killed, a new one is formed. So while they seem to share many of the traits of mortals, they can never be wiped out even if they die en masse, and even if a blue slaad transforms a village of humans into slaadi with the chaos phage, the overall number of slaadi doesn’t increase. The slaadi are the only native civilization of Kythri. They aren’t a monolithic society; some live in massive cities, while others are tiny rustic communities. Each slaad community has its own distinct culture and a grand name, and the Slaad Cultures table provides a few examples of these—but there are many more, and they’re constantly changing. The grand city of Cornerstone may be the seat of the brutal Concordance of Iron today, and the Enlightened Lyceum League a month later. These changes are astonishingly fast, but they aren’t instant; there are usually at least a few days of chaotic transition and revolution in between a change. The scope of a community won’t change—Cornerstone is always a metropolis, while Turn is always a village—but the structures of the community shift. Under the Concordance of Iron, Cornerstone is filled with brutalist iron towers, while the Cornerstone of the Lyceum League is filled with slender glass spires. The slaadi themselves retain their core forms while their buildings and government change. Red slaadi are always red toad-like creatures that implant eggs, but the Lyceum slaadi might be tall and slender, while the Concordance slaadi are squat and heavy. Kythri’s influence can also cause slaadi to change color. So slaadi follow standard methods for creating particular colors—a blue slaad infects creatures with chaos phage, creating red or green slaadi—but a green slaad could go to sleep one night and wake up as a death slaad, and vice versa. In a culture like the Concordance, that means leadership frequently changes, because it’s based on color, not personality. Because slaad cultures change so rapidly, they rarely enact plans beyond their own communities, though cities occasionally clash. Some weeks they seek to exterminate the githzerai, and other weeks, to ally with them. You never know what you’ll get. Slaad Cultures d6 Culture 1 The Grand Concordance of Iron is a ruthless regime that intends to subjugate all slaadi, and then, the entire multiverse. It’s a strict caste system in which the death slaadi are cruel tyrants and all slaadi serve in the military. 2 The Enlightened Lyceum League is a democratic society of scholars and philosophers. They believe in finding a peaceful solution to every problem and a logical answer to every question. 3 The Final Regency asserts that the Sovereigns have abandoned reality and ordered the slaadi of the Regency to rule the multiverse in their stead until they return. They are fanatically devoted to a slaad-based version of the Sovereign Host and are offended by all inaccurate representations. 4 The Glorious Union of Flesh asserts that slaadi are the ultimate evolution of life and seek to grant all other humanoids the gift of slaadhood through the chaos phage. They don’t accept the idea that slaad numbers will always remain constant; clearly previous slaad cultures just weren’t doing it properly. 5 The Confluence of Reality believes that every civilization has something worth emulating, and studies other cultures to find these things. In a Confluence community, you could find slaadi eating Aundairian crepes, playing an Aereni form of Conqueror, and debating the finer points of Daanvi law. 6 The Republic of B’ob is ruled by a red slaad who makes up new laws whenever he feels like it. Why is B’ob in charge? Well, that was the first rule he made, and the only one he hasn’t changed. And he’s B’ob! Who else would be in charge?

Eberron and the Gith Long ago, a proud empire was crushed by the daelkyr. But this wasn’t the Empire of Dhakaan, but a nation of gifted psychics who lived in towers of crysteel and sentira. Dyrrn the Corruptor transformed their champions into the first illithids, using them as living weapons to subjugate their own people. When defeat was inevitable, the great leader Gith led a planar exodus, fleeing into Kythri. The Churning Chaos hid the refugees from pursuit, and through absolute discipline, they imposed stability upon chaos. Once the refugees regained their strength, a bitter divide split their people. Zerthimon the Wise maintained that the people of Gith should remain within Kythri. He believed mental discipline was the ultimate key to victory and that, in time, they could gain the power to reclaim their reality. But Gith was a warrior, and her followers yearned for battle. They wanted to build their strength and resources by raiding every layer of reality until they found a way to destroy Xoriat. This situation remains today. The githzerai dwell in their monastery vessels in Kythri, gaining strength through the endless imposition of order upon chaos. The githyanki dwell in vast fortress-ships the size of cities, anchored in the trackless wastes of the Astral Plane, but their raiders can attack any plane. They slaughter devils in Shavarath and pillage the grand galas of Fernia. At any time, a githyanki warship could attack a major city in Khorvaire; it’s up to the DM if this has ever happened before, or if the githyanki have left Eberron alone. Alternately, a githyanki merchant could be a recurring NPC, showing up and offering items pillaged from across the planes. Where the githzerai are serene and disciplined, the githyanki are passionate and aggressive. All gith despise the daelkyr and slaughter illithids whenever they can, and they could be curious and unexpected allies against a cult of the Dragon Below. Hearing this tale, one might well ask: where are the gith from? They’re from Eberron—but not the Eberron that exists today. They came from a world surrounded by the Ring of Siberys, but there were no humans or elves on their Eberron. According to the githzerai, when the daelkyr completed their work on Eberron, they wiped the gith world from existence and created a new reality. If this is true, they may have done this countless times . . . and if they break the Gatekeeper seals, they could do it again. What the githzerai ultimately hope to achieve is to reassert their reality onto the Material Plane. It’s possible that the gith are deluded about all of this. Even if the gith myth is true, it’s doubtful the githzerai will ever have the strength to rewrite reality. But can it be entirely dismissed? Note that the draconic allies of the githyanki are descended from dragons from the gith Eberron; they have no loyalty to Argonnessen, and could be a curious wild card. Time moves strangely in Kythri and the Astral Plane, and the gith could’ve been dwelling in Kythri and raiding reality for thousands of years—or it could be that from their perspective, the destruction of reality was barely a century ago. Are the githyanki led by an ancient lich-queen, or by Gith herself?

Githzerai The githzerai aren’t natives of Kythri, and their presence is an act of defiance: through unparalleled mental discipline, they create bastions of order in the heart of chaos. If they seek order, why don’t they dwell in Daanvi? It’s not that they simply desire order, but to strengthen their will by imposing it on a reality that absolutely defies it. The struggle is the purpose. Beyond this, they’re served by the fact that even great powers can’t scry into Kythri. The “Eberron and the Gith” sidebar explains how the githzerai came to Kythri and what they seek to accomplish. The githzerai don’t dwell on the Shifting Islands of Kythri. Instead, they’ve created their own islands in the Sea of Chaos: vast monastery vessels the size of small towns, moving through the eddies of chaos and defying transformation. The githzerai devote themselves to meditation and self-improvement, with little interest in what transpires beyond their monasteries. They have no particular love of outsiders—they consider all creatures of Eberron to be warped shadows of their stolen reality—but neither are they inherently hostile. A persuasive group of adventurers could find brief shelter in a githzerai monastery, especially if they bring something interesting to trade or have compelling stories to share. However, should the outsiders offend the githzerai, they’ll feel no remorse in eliminating them; there’s nothing evil in shining light to dispel a shadow. Greater Powers? No one knows if there’s a greater power shaping Kythri. The death slaadi are powerful beings, but there’s no known equivalent to Dolurrh’s Queen of the Dead or Dal Quor’s il-Lashtavar. Some sages assert that there must be a consciousness at the heart of the Sea of Chaos, a sentience behind the chaos, but if so, its presence has never been proven. Layers Unlike many planes, Kythri isn’t divided into layers. Its structure is closer to that of Dal Quor; it has a planar core, with islands of reality suspended within the Sea of Chaos. The difference is that the core of Dal Quor is stable—while in Kythri, the closer you get to the heart of the sea, the more tumultuous it becomes. There are many slaad communities spread across the Shifting Islands, and at least half a dozen githzerai monastery vessels in the Sea of Chaos. Cornerstone and Zertherun IV are examples that can be used as inspiration. T he Sea of Chaos Space has little meaning in the Sea of Chaos. Matter, distance, and gravity are in constant flux. Lands and creatures appear and dissolve within moments. There are waves of lightning, streams of lava, and hurricane winds constantly shifting direction. While the elements may be mundane—unlike the surreal vistas of Xoriat—size has little meaning. A thousand-foot-long dragon turtle might appear, try to swallow travelers, then become an island. Travel through the Sea of Chaos is driven by pure will. Travelers must impose the concept of motion and distance on the environment using great mental focus, while also protecting their vessel from both the destructive forces and from being transformed. The DM could reflect this journey with a series of ability checks, or simply require the adventurers to have a captain and vessel capable of making the trip before they try to cross the sea. Regardless, to successfully travel, the adventurers must know where they want to go; without a destination to serve as a conceptual anchor, they’ll quickly crash on a random Shifting Island.

The Shifting Islands There are countless islands on the edge of the Sea of Chaos, varying dramatically in size, each with its own environment. These are constantly changing, but they change slowly; it can take anywhere from a day to a week for an island to shift from a barren desert to a verdant jungle. Weather is generally more dynamic, and often at odds with the environment; a vast desert can suddenly face a dramatic blizzard. The DM can use the tables in chapter 5 of the Dungeon Master’s Guide to determine weather, rolling again whenever it seems interesting to do so.

Other tables in that chapter can also be quite useful for determining the chaotic content of an island; the Monuments and Weird Locales tables are a way to provide ideas for random discoveries, though the DM can adjust them to fit the story and the theme. Keep in mind that Kythri is home to mimics of all sizes; an unusual monument might be a colossal mimic! The primary denizens of the Shifting Islands are monstrosities and beasts that blend the features of multiple creatures. Populations expand and contract, and don’t have to be sustainable, so adventurers could find a plateau filled with griffons, or a realm of chimeras where each one has a different arrangement of heads. The intelligent inhabitants of the island are almost entirely slaadi, but they aren’t necessarily hostile. The Slaad Cultures table earlier in this section can give ideas about their motives, and the Random Settlements tables in chapter 5 of the Dungeon Master’s Guide can generate a random slaad community. The Race Relations tables could refer to the different colors of slaadi, or to their relations to intelligent monstrosities or planar travelers; the “racial minority are rulers” result could be a slaad village where adventurers are worshiped as gods! Cornerstone Cornerstone is the largest of the slaad cities. Its architectural style and precise layout are constantly changing, but it’s always a sprawling city that houses hundreds of thousands of slaadi. If Cornerstone is held by the Concordance of Iron, it has vast armies drilling (though their tactics and units constantly shift). If it’s under the influence of the Final Regency, there are immense temples and countless shrines to the slaadi interpretation of the Sovereigns. The Random Settlements tables of the Dungeon Master’s Guide can be useful here to determine specific attributes of the current incarnation. The attitude of slaadi toward adventurers depends on the active culture. The Final Regency may welcome adventurers who profess devotion to the Sovereigns, provided they don’t question the Regency interpretation. The Confluence of Reality celebrates extraplanar visitors, desiring their stories and performances. Meanwhile, the Cornerstone of the Glorious Union of Flesh is a very dangerous place to visit! Regardless, Cornerstone is the best place to acquire Kythrian artifacts or magical services. Zertherun IV Zertherun IV is one of the monastery vessels of the githzerai. It’s under the guidance of the Serene Azera, whose mental discipline maintains the stability of the ship. The Alazerth Elemon is a senior monk charged with dealing with outsiders, which is sometimes a matter of diplomatic negotiations, and other tims, rallying zerths to defend the vessel from attack. Like most githzerai, Elemon isn’t inherently hostile toward outsiders, but has no great love for them; his reaction is based entirely on the actions and approach of the visitors. Kythri’s Broken Rhythms and The Odds Are Odd properties don’t apply in a githzerai monastery, and while Constant Change exists, its effects are minimized. Zertherun IV maintains capacitors for change, such as gardens of small stones and engraved wheels with shifting patterns, which absorb the energies of change and prevent it from transforming the vessel. Planar Manifestations Here are ways that Kythri can affect the Material Plane. Manifest Zones Kythrian manifest zones are often unpredictable in minor ways. Weather patterns may deviate from the surrounding region and change on a moment’s notice. The plane’s universal properties also carry over to many manifest zones. Any Kythrian zone with the Constant Change property might produce monstrosities. A zone with the Fluid in Form property amplifies the effects of transmutation magic and can have dramatic effects on the success of magebreeding; these zones are extraordinarily valuable to House Létourneau. Manifest zones can occasionally serve as gateways, allowing creatures from Kythri to slip through into Eberron, intentionally or accidentally. Many monstrosities make their home in the wilds, whereas other creatures—like slaadi—can present very unusual encounters, depending what culture they’re from. Coterminous and Remote Kythri’s cycle of coterminous and remote periods is completely unpredictable, lasting anywhere from days to centuries. Curiously, its proximity to Eberron has no discernable effects. Kythrian Artifacts Materials from Kythrian manifest zones are often important components of magic items tied to transmutation or illusion; shiftweave uses fibers of plants harvested in Kythrian zones, and as noted in chapter 4, the manifest zone of Hal’kyth is a vital part of the transmutation industry of the Eternal Dominion. Items that come from Kythri may have unpredictable effects. For example, a hat of disguise from Kythri may function normally when its wearer keeps in mind exactly what they want to look like; but if they don’t consciously enforce an appearance, it slowly but continuously changes minor elements of their disguise. Kythrian Stories Visitors from Kythri can cause excitement, and an accidental journey to a Shifting Island can be an easy source of adventure; can the adventurers find a way back before they are consumed by the Churning Chaos? Here are a few other ideas. Létourneau Park. The dragonmarked houses are looking for new sources of revenue in the wake of the Last War. Jalan d’Létourneau, a brillant magebreeder, has created a resort where people can interact with a vast array of intriguing monstrosities, including a few of his own design. This park is built on a Kythrian manifest zone, and Jalan hasn’t yet recognized that the Constant Change property is sabotaging his security systems and dangerously mutating his monstrosities. He was so preoccupied with whether he could do it, he didn’t stop to think whether he should . . . Terror at Sea. While at sea, the adventurers pass through a Kythrian manifest zone at exactly the wrong time, and a blue or red slaadi from the Union of Flesh slips aboard the ship. It infects or implants a few passengers, doing its best to hide. Can the adventurers defeat this lurking threat before it’s too late? Or will a wave of newborn slaadi take over the ship? Superstars. A gray slaad reveals its presence to the adventurers. It’s from the Confluence of Reality and wants to bring the adventurers to Cornerstone to represent their cultures. What could go wrong? Well, while the Confluence is usually peaceful, this time it wants the adventurers to represent their culture in a massive extraplanar gladiatorial match. Can they defeat champions from across Eberron and the other planes? Or is the only hope of survival to flee into the Sea of Chaos and try to find another way home? The Hunt. The adventurers stumble into a pitched battle: a trio of githzerai ambushed by Transcendent Flesh cultists. Only one survives the battle. This zerth has a psychic connection to the illithid master of the cult cell, and is determined to bring down this mind flayer. Will the adventurers work with the zerth and end this threat? And is this solely about the hunt, or does the githzerai have a hidden agenda?

Les 13 Plans Majeurs: Daanvi · Dal Quor · Dolurrh · Fernia · Irian · Kythri · Lamannia · Mabar · Risia · Shavarath · Syranie · Thélanis · Xoriat
Plans Fondamentaux: Le Plan Astral (Siberys) · Le Plan Matériel (Eberron)
Plans et demiplans transitifs: Le Plan Éthéré · Le Plan de l'Ombre

2020/02/24 21:37 · maitregob