This page is about the demiplane, for the campaign named after the Demiplane, see The BackHalls (Campaign)
The BackHalls (Real name unknown) were a mysterious and seemingly unending labyrinth of hallways and office spaces, where the only companions you'll find are the comfort of the damp carpet under your feet, and the buzz of the florescent lights above. Creatures from all manner of time and space found themselves in the BackHalls fighting for survival.
About
Creatures (or objects, magic, plants, really anything that can be targeted by a spell) enter the BackHalls when they are subjected to imprisonment magic, but the spell was not done in the correct way -- either on purpose or due to a lack of skill. As a result, the target of the spell is teleported and imprisoned not in a typical imprisonment bubble, but to this nullified demiplane that exists tangential to reality. Since it was inescapable, it would later become a secret among mages to cast Imprisonment incorrectly if you REALLY needed to get rid of something for good, such as a piece of blackmail, or a curse, or something else that threatens the realm.
Spawning
The BackHalls has specific rooms that are "spawn rooms" where creatures will appear to be summoned out of nowhere. Typically once a spawn room has summoned a party of creatures, it will have a cooldown period before it summons more creatures. Every time a creature spawns, they will be carrying whatever they had on their person when they were originally subjected to the imprisonment, including their clothes, weapons, and any satchels/inventory they had on their person.
When someone is killed in the BackHalls, they do not die, but rather respawn in the halls in a new spawn room. However, they will not retain any memories, items, or powers from their prior life cycle. As a result, every time someone spawns into the BackHalls, they will feel like it is the first time they've ever spawned in the BackHalls.
Life in the Halls
The souls banished to the BackHalls never needed to eat, sleep, or drink. They don't get physically sleepy, but may find themselves wearing thin on abilities and power (such as magic) as they exhaust their power, requiring them to still rest for a time to regain natural strength.
Architecture
The walls of the BackHalls were said to be covered in an offensive wallpaper of beige and yellow colors, featuring vertical columns of repeating fleur-de-lis. There were no doors in the hallways, only open passages, though whether or not there were historically any doors is an open question, considering that wooden debris could be found in various places.
Quirks & Tidbits
Many groups preferred to travel in groups of 10, called Contuberniums, due to it giving that group a sort of invincibility or invulnerability from The Allip.
Poetry
It was common for lost souls to eventually scribble out poems and thoughts onto the walls using whatever material they had on them, sometimes including their own blood. A sample of poems scrapped from the Backhall walls include:
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Encounters
This is an incomplete list of things encountered in The Backhalls (so far).
- SWAT Marines
- Dire Wolves
- A Blind balhannoth
- Recent writing on the walls says in wet ink: "3...2...1"
- A tree grows out of the wall, merging with the wallpaer, the tree becomes more impossible to touch the closer you get to it.
- A run down Intervention Buster with a dead skeleton inside. Particularly crafty or modern victims could maybe recover explosives from it.
- A room with a shadow demon.
- A swarm of 2d4 goblins.
- A reeking puddle of ooze
- A small circle of stones, a labcoat sits on one of the rocks.
- Untouched office with furniture from a schoolhouse
- A wall mounted font which liquified (soupified?) anything placed into it.
- An altar, written in gnomish: "The Altar of the GlassBreakers"
- Trapped chambers which shut and fill with sand if triggered.
- Goblins
- Oil Barrels filled with assorted items.
- Blackouts
- Wall mounted Conversational Security Cameras with mic and speaker.
- The Kreaker
- Portals that let you enter the walls.
- Death Dogs
- Half Giants
- Hill Giants
- Locked Chests of Good Loot
- Spells that appear out of nowhere
- Puzzles written into the floor
- A Stuckey's
- Random bursts of fire
- Trapped chambers which lock you in.
- Chambers that make you lose all you senses.
- Teleporting bugs
- A sleepy Yagnoloth
- Vampires and vampire kobolds
- Sundry demons
- Various altars
- Secret doors
- Portals to other parts of the halls
The Vestiges
Sometimes called the Bosses or the Masters, there were a set of 10 vestiges (and one god) who were trapped in the halls. Some say that the halls were originally created to trap these unstoppable forces in the first place.
- The Allip
- The Eviscerator
- The Ogre Warlord
- The Dire Troll
- The Crab
- The Wyvern
- The Frog
- The Minotaur
- The Dragon
- The Goristro
- Ipos
Factions
- GlassBreakers
- Asmodeus Reject's
- MapGabbers
- The Bank, also known as The Mint and The Vault
- Sisters of the Mystic Eye
- Pelorians
- The City (including the Pistol Arrows)
- The Watchers
- Circus of the Lost
- Glumpfens
- Camera Barbarians / Polaroid Ragers
- The Royal Court / The Kingdom