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Planewalker Website




Welcome to the home of Planescape 3rd Edition (PS3E).

Here you will find the official releases for the Planescape Campaign Setting released by the staff of Planewalker. This project has been in the work for several years with the permission of Wizards of the Coast and the contributions of a great number of talented writers, artists, and other individuals who wanted to see the Planescape setting live on. Our primary focus has always been the PSCS itself, but it is our intention to continually support the Planescape community with additional releases to reflect the many evolving facets of the multiverse.

Large submissions to the Campaign Setting and art should be sent to Clueless. Other submissions for any of Planewalker's Features should use our submission system, found at

My Planewalker

PLAYER CHARACTER EXAMPLE BACKGROUNDS



Varis Londinian
Varis Londinian was born to a Thyatian family with a long history of warriors and military service. Varis great-grandfather won great renown in Thyatis as a paladin. Varis’ father retired from the Imperial Army of Thyatis’ cavalry and led a mercenary company based out of his ancestral home in the Duchy of Kantrium. The Duke was a friend of Varis’ father and welcomed the skilled warriors to help bolster patrols when they were between contracts. Varis’ father made quite a reputation hunting orc and goblin raiders through the Altan Teppes and Cruth Mountains- ranging from the Emirates of Ylaruam to the Republic of Darokin, all while spending much time in Karameikos. Varis accompanied his father on many of his journeys, learning the skills of a warrior and the talents of a leader. His father passed away last winter, leaving Varis a small parcel of land in Thyatis and the Londinian ancestral sword. Varis travelled west to Karameikos, desiring to wander the world and seek knighthood. His father was knighted after his military service and Varis very much wants to uphold the family tradition. 

Varis is tall and well-muscled, with rugged features and a ready smile. His skin is the olive tone common to Thyatians and his dark hair is cut short. He wears battered, ancient plate-mail that was worn by his grandfather. He is never far from the massive great-sword that has been in his family for four generations. It is believed that the sword has hidden powers that will reveal themselves to a worthy owner. Varis has a weakness for good ales and has a voracious appetite for hearty food. He can be hot- tempered and quick to fight with his fists in a brawl; but he is otherwise a model soldier and would make a fine junior officer.
Varis will always charge to the front of a fight, swinging his great-sword to devastating effect. A skilled rider, he can use a lance but prefers his sword over all weapons. Varis will not fight to the death needlessly, nor will he sacrifice men under his command (or his companions) without great regret. He is a devoted follower of Vanya, the Immortal Patron of Thyatis. Varis has two ultimate goals. First, he wishes to investigate the legends and power of his sword. Second he would wish to be knighted. It is not a measure of vanity, but a true quest to become a hero. 

Kurien Starsong
Kurien is an elf of the Callarii clan, who dwell in the lush forests of central and western Karameiko. Like all of his clan, he was raised in woods lore, philosophy and magic. Having reached the age of nominal maturity, he set about on the Wanderer’s Path. Leaving his childhood home of Rifllian, he has spent the last few months as a courier, guide and militia scout for hire in Rugalov. His clan’s Tree Keeper has asked that he investigate the health of the small Callarii community that took to Alfheim (the elven kingdom to the north) if his travels take him that way. Not wanting to make the journey alone, Kurien wanders Karameikos while waiting for a good opportunity to leave his homeland. 

Kurien is a young elf of noble bearing. In fact, he is the nephew of the Tree Keeper and he grew up watching his uncle shoulder the responsibility for the clan’s Tree of Life. He is intensely curious about the Kingdom of Alfheim (and all elven lands), and intends to visit his clan’s recently established holdings there as soon as possible. While he gets along well with most people, he grows furious at bullies and oppressors. When in the company of friends and true companions, he is relaxed and jovial. Kurien wears scale-mail made by the dwarves of Highforge, cut for his slender frame, over the traditional green and brown forest garb of his people.
Kurien knows he would never be called on to assume the role of Treekeeper because of his older siblings and cousins, but he feels the need to set a fine example and act as a champion for his people. He is hungry for the knowledge of his elven brothers and sisters in Alfheim, Wendar and other places. He would love to study the magic and lore of all these brethren. He is also hoping to make a name for himself as a hero. Like most Callarii elves, Kurien prides himself on his horsemanship and woodscraft. He currently knows no damaging spells and will typically use Faerie Fire to illuminate a target in poor lighting and then use his bow from range. In any combat, Kurien prefers to act as an archer. His swordsmanship is fair but he excels at the longbow. He will strike only if certain he is facing an enemy, otherwise he will remain cautious but take no threatening actions. 

Yasmina of Tel Ekbir (Female Thief)
Yasmina of Tel Ekbir is a very young, impetuous and brave runaway from the Thyatian Duchy of Tel Akbir. A distant cousin to the Duke of Tel Akbir, Yasmina ran away to Ylaurum and then Specularem to flee an arranged marriage. Yasmina had long been an acrobat and tomboy from a young age, but after the theft of her suitor’s jeweled crown on the eve of her wedding, Yasmina saw she had a knack as a thief. Yasmina has determined to make her own way in the world. She is not a greedy thief, choosing targets based on their difficulty and she will never steal from the poor or the just. She fancies herself a swashbuckler and prefers the lightweight Darokinian Rapier or the scimitar of her Alasiyan ancestry to the more common longsword.
Yasmina has been known to disguise herself as a youthful man when travelling, but otherwise appears as a slender girl of 17 with thick, curly hair that is as black as a raven’s wing. She often wears the trousers, shirt and vest of a Traladaran man but she is quick to throw off possible pursuers with a change of clothes. Yasmina is intensely curious of foreign lands but is constantly afraid of her betrothed sending thugs after her. She has eluded them twice before, with one dying on her knife after an alleyway struggle. It was the first time she killed a human being and it chilled her for a long time. She does not casually take lives but has resolved herself to kill when absolutely necessary or when fighting inhuman opponents. 

Quick with a disparaging comment or boast, Yasmina often finds herself in some trouble but she is blessed with quick reflexes and the wisdom to know when to run. She is running low on funds and is looking for opportunities for adventure and danger. Her encounters with hired thugs have encouraged her to leave the Capital of Karameikos. She has journeyed into the forests of Karameikos, working as a simple horse tender on a merchant caravan headed toward the northern logging and mining towns of Karameikos.

Ankhegs and Kenkus and Golems, Oh My!


Steal This Hook


The wilderness is a place of danger. The islands of civilization provide a rest from the constant dangers of the world (sometimes), but heroes are needed in this world. And heroes need monsters to destroy. This month, Monster Manual 2 hits the shelves with a slew of new and old monsters for your campaigns. This month's hooks give you some launching points for using monsters from the book, including an old favorite thrown in for fun (because I like them, and because I almost lost a character to one in a Legacy of the Green Regent RPGA game).

These hooks are not world-specific because they feature monsters that could be found anywhere, and you are probably the best one to decide where these new monsters would be.


Chained Up

The bar is pretty lively for this time of day. That could be because of the caravan that just got into town. It looks like the workers all left the wagons to be unloaded later and headed for the closest tavern: this one. You can hear the buzz of conversation and make out that the caravan had an easy passage along the main road, even though there have been no patrols in months. The monsters just don't come close to the road anymore. Then you hear a creaking and see one of the wagons outside shifting. Some people must be unloading it from the back, since all you can see is the front. Then you hear the scream and see a chain launching itself across the road to wrap itself around a person walking outside.

Story Elements

Select or generate story elements from this table.

1. A chain golem in one of the wagons was sent from one wizard to a fellow wizard here in town. Somehow it was activated or received some instruction, and now it is going berserk over by the caravan wagons. If not stopped, it kills everyone it can reach and then goes in search of more victims.

2. Someone stole the chain golem from its creator, who is a wizard living in a wilderness tower. The golem was deactivated and put in the caravan wagon while the caravan stopped one night. It was not intended to be in the wagons at all.

3. The wizard from whom it was stolen wants it back. Or, the designs for making the creature were stolen with the creature, and the wizard wants the designs back. He was trying to create a unique golem guard for his tower. It's unique only if you have the only set of plans.

4. The chain golem is an advance force for a barbarian who is mounting an attack on this town. The barbarian bought the golem from a wizard. While the golem, who is acting on programmed instructions, attacks here, the barbarian and his army is attacking the town from the other side.

5. The wizard's soul (or the soul of the wizard's rival) was trapped in the golem during the creation process, something that the wizard did not expect. It is having trouble adjusting to its new reality. However, this means that the golem cannot be destroyed in the usual way. It reforms over the next few days. Eventually the PCs can figure out it has a trapped soul and do something to help free it.

6. Behind the chain golem, chain devils and other chain golems are climbing out of wagons and attacking. Devils brought this about to create a stronghold in the area. From this stronghold, they plan to conquer more land and send the souls of the defenders to Hell. Perhaps the PCs are overcome by the devils and golems, and have to flee. They then become underground fighters trying to free the town from a diabolic grasp.

The Raven People

The PCs have an opportunity to escort a young woman home one evening.

The night is long, and after escorting that woman home from the tavern, you turn your steps toward your own bed. As you pass an alley, you hear a muffled cry and see three humanoid shapes in the moonlight. One is clearly the victim of the other two.

If the PCs move forward to help, the real danger springs from the sewers. The two muggers happen to be in the wrong place at the wrong time, and they would have been the victims of the sewer creature attack had the PCs not come along.

As you move toward them, you hear a scraping sound from behind you. The sewer grate slowly slides to the side, and a skeleton begins climbing out. More skeletons follow it, and behind them moves at least one dark creature that resembles a bird.

Story Elements

Select or generate story elements from this table.

1. Deep below the city, a large population of kenkus lives in the sewer tunnels. They prey upon the townsfolk to survive. They have been there a long time, and so the city is full of stories of giant two-legged ravens attacking loners at night. No one stays out alone past a certain late hour.

2. The kenkus have a lich leading them. Their leader, a powerful cleric of their god, refused to accept death and relinquish his rule over the kenkus. Now he rules them forever, and they fear him greatly.

3. The leader (whether a lich or not) knows a secret ritual for transforming willing participants into direguard creatures: skeletal undead that use force weapons. The direguard vaguely resemble kenkus and are sent to attack the city at night so that live kenkus are not risked.

4. Instead of kenkus, the Undercity is infested with wererats. (I know, they don't come from Monster Manual 2, but, really, would weretigers infest a sewer?) Or maybe the wererats are working with the kenkus. Either way, the wererats make attacks on the surface, too, and have for a long time. People accept them as normal, and at least they have recognized what they are.

5. Perhaps gibbering mothers, chaos beasts, or oozes are in the sewers as well. Figuring out whether they are working together, for the kenkus, or on their own, could cause a lot of confusion.

6. The kenkus (or whatever mastermind you choose) have stepped up attacks lately, since they plan to take over the surface and are acquiring equipment and softening up the surface dwellers.

Ankhegs Galore

"Guards Wanted for Caravan. Dangerous work but good pay if you live." That is what the sign posted outside the tavern said. It also had a drawing of a caravan and a small, crudely drawn map showing the

proposed route. The route took it through a lot of wilderness. "Inquire at Bedavan's" it also said. As you look, you overhear someone behind you say, "That's ankheg territory. Count me out." It seems that most everyone behind you feels the same way as they all disperse.

If this does not draw in the PCs, you can always have them run across the caravan in the wilderness at a night stopover point, and have the caravan master approach them because the next miles are filled with dangerous ankhegs.

Story Elements

Select or generate story elements from this table.

1. This caravan is trying a new, faster route to a large town. If the route proves successful, the caravan master will be rich. But the route goes through countryside that is inhabited by scores (or maybe hundreds) of ankhegs. Ankhegs are dangerous ambush predators that either live underground or dig tunnels and holes to attack victims on the surface.

2. The ankhegs are dangerous, but normally they do not attack something as large as a caravan. This is especially true if the caravan has guards. But these ankhegs sometimes come under the control of a wizard or cleric who lives in the region. This person dominates the monsters and uses them to keep other people away so that no one discovers what this person is doing.

3. A lot of ankhegs are in the region, but giant ants and other monsters also live here. You can go with the ant theme, since ankhegs resemble ants vaguely, or you can branch out and add other wilderness monsters that couldn't eat all the ankhegs.

4. The whole ankheg population is the breeding project of an evil person. The creatures are effectively enthralled permanently by their creator, and they do his or her bidding at all times. In that way, they act like wolves serving a vampire. How about a vampire with ankheg beasts?

5. One person in this region braves the ankhegs every day: A ranger lives among the creatures (in a manner of speaking -- she watches them from afar). She has valuable information for bypassing the ankhegs and for fighting them.

6. The ankhegs are living and acting like monsters do. However, someone else in the region has studied their behavior and is using them for his or her own purposes. The creatures are not controlled; someone is using their actions as a distraction. So, if a group of ankhegs attacks a caravan in one place, this person takes some action in another place where the creatures are not. This person is just as dangerous as the ankhegs, but in his or her own way.


About the Author

Robert Wiese has been playing D&D since 1978 after he watched a game played in the car on the way home from a Boy Scouts meeting. He was fascinated, and delved into this strange world of dragons and magic and sourcebooks. Years later, he was hired to edit tournaments for the RPGA Network, and from there progressed to running the network after his boss was assassinated in the great Christmas purge of 1996. Times were tough, but he persevered and brought the RPGA into a shining new era. Eventually he met a girl who liked to play D&D too, and he left Renton for the warmth and casinos of Reno, Nevada. Now, he works in the Pharmacology department of UNR studying mouse foot muscles and the effects of RF emissions on same. He spends as much time as possible with his wife Rhonda, son Owen, and newborn daughter Rebecca.

Game Day: Monster Manual 2





On May 23rd, get ready once again to join D&D fans around the world for Worldwide D&D Game Day: Monster Manual 2. Mark your calendars and tell your friends—WWDDGD: MM2is coming!

Fearsome Foes Both Old and New!

Bring your friends and join in the fun as we celebrate the release of the Monster Manual 2, packed with new options for your Dungeons & Dragons 4th Edition game.
Come and face down enemies (both brand new and some old returning favorites) jumping right off the pages of the next big monster expansion for the game. While you’re at it, beat those vile beasts down with characters using options from upcoming releases. No matter if you’re new to the game or a 4th Edition veteran, we’ll have everything you need to embark on an all-new adventure!
Just for participating you’ll take home the pregenerated character sheet and a miniature of the character you played. If you DM the game, you’ll take home the adventure itself, a poster map of the encounter areas, and a pack of monster miniatures used in the adventure.
To satisfy your curiosity, here’s a quick description of the adventure:
Journey Through the Silver Caves – A kobold wyrmpriest has stolen an ancient book of prophecy from the people of Albura, a fortress on the borderlands. The kobold has a dark plan for the book – and only you can stop him in time! An adventure for 5 pregenerated 5th-level characters.

Game Day Locations

At this time, we'd direct you to our Store and Event Locator. Be sure to check there for locations hostingD&D Game Day near you!

Organizer Information

This year, the 2009 D&D Game Days are being run through the Wizards Play Network. You must be a WPN Organizer in order to run a D&D Game Day. If you're interested in running a Game Day, please review the step-by-step instructions on how to schedule!
If you are not currently a WPN Organizer, there are some steps to take to become one. Please visit the WPN Organizer sign-up page.
And, don't hesitate to send us comments or questions through the Wizards Help Center:www.wizards.com/customerservice.
Have a great Game Day!
--The Game Day Team