Krangath

Ervenian Era, 1051 AB
Krangath is not just silent, it is watching. The darkness here is not passive; it waits, it listens. Those who speak aloud feel as if something hears, yet never responds. There is no grandeur here... NOTHING, no thrones or pyres, no glory or pageantry. Just the oppressive knowledge that the fire is gone and no one cared enough to mourn it.   To walk Krangath is to walk the death of ambition, where forgotten tyrants seal themselves in stone to dream of reigns that never were.
  Krangath, the fourth, lowest and darkest reach of Gehenna, a realm of perpetual night, endless ice, and stark isolation. Known as the Frozen Void of Despair, Krangath is the most desolate and forbidding of Gehenna’s layers. It is a place of relentless cold, barren glaciers, and merciless winds that whisper despair and hopelessness.   Unlike the fiery devastation of Khalas, the molten rivers of Chamada, or the choking ashlands of Mungoth, Krangath’s cruelty lies in silent solitude and numbing frost. Mezzofiend warlords rule scattered fortresses here, preferring isolation to intrigue, their hearts as cold as the ice that surrounds them.

Geography

Krangath is geologically extinct. Though its stone is of volcanic origin, there are no vents, no eruptions, and no residual heat. The slopes are cold, dry, and absolutely still. No wind stirs, save for the brief inhalation of planar portals shifting air between realms. There is no light, natural or magical, unless brought or conjured. Brimstone hangs faintly in the still air—a reminder of the layer’s smoldering past.   Sound is nearly nonexistent, swallowed by the oppressive silence. The crunch of a bootstep or the whisper of cloth becomes an unholy intrusion. The absence of life is not merely metaphorical. It has no birds, insects, or wind ever break the stillness. Even the most resilient planar travelers are struck by the unnatural quiet that pervades everything.   Only beneath the surface can anything endure. Subterranean cave systems wind deep into the stone, sheltering the only surviving settlements. These caverns, however, are fiercely contested, with ancient beings hoarding territory, knowledge, and power beneath Krangath’s skin.  
Glacial Wastes
Vast expanses of barren, shifting ice stretch endlessly across Krangath, home only to scattered ruins and isolated daemonic fortresses. These wastes are treacherous, with hidden crevasses capable of swallowing entire armies.  
The Black Ice Spires
Monolithic towers of blackened ice pierce Krangath’s endless gloom, home to isolated Mezzofiends Princes who have withdrawn from the endless plots of higher layers. These spires radiate a haunting cold capable of numbing both flesh and soul.  

Notable Locations

While Krangath holds no native fauna or flora, it is not empty. It is home to quiet tyrants: beings who seek secrecy, solitude, or the freedom to study without interruption. Most dwell within caverns sealed against detection, their existence known only through rare sightings or rumor.  
Citadel of the Shattered Mind
This sprawling crystalline fortress, formed entirely of ice, stands as a dark monument to solitude and madness. Ruled by the enigmatic Mezzofiends Princes Azrakaal, known as the Lord of Isolation, the citadel is infamous for the twisted experiments and mind-breaking torment visited upon captured souls.  
Lake of Frozen Sorrows
An immense frozen lake whose clear ice reveals countless souls trapped beneath its surface, each frozen eternally in despair. Daemonic collectors come here to harvest souls, using them as bargaining chips or ingredients for powerful magic.  
The Whispering Abyss
An immense crevasse that stretches across Krangath, the Whispering Abyss emits maddening whispers of despair and regret. Those who wander too close risk being driven insane, their minds trapped forever in its endless darkness.  

Governance

Unlike the upper layers, Krangath is ruled by isolated Mezzofiends Princes, each entrenched in their frozen fortresses, rarely interacting openly. Governance is fragmented; alliances rare and fleeting, driven only by shared necessity or mutual threat.  

Inhabitants

Petitioners, rare as they are, keep hidden, often wandering as aimless echoes or gathering in cloistered sects of silence. Some worship knowledge, some forget their names, and others merely wait, refusing to be found.
Mortals here are typically prisoners, exiles, or desperate souls seeking forbidden wisdom. Survival in Krangath demands not only resilience against the cold but also psychological fortitude against the oppressive silence and despair.

Localized Phenomena

The Maddening Whispers
Throughout Krangath, faint, ceaseless whispers permeate the icy winds, slowly eroding sanity and hope. Travelers who linger too long risk succumbing to despair, their spirits broken long before their bodies freeze.  
Eternal Frost
Magic of heat or flame is significantly diminished in Krangath. Even the most powerful fire spells yield only minimal warmth, making survival strategies reliant upon resistance or adaptation to cold, rather than conquest over it.  

Travel

Stygian Passages
Krangath’s isolated fortresses and glaciers hide secret passages leading to upper layers or other lower planes, carefully guarded and rarely disclosed.  
River Styx
The River Styx emerges in rare and nearly inaccessible ice-locked channels, navigable only by marraenoloths with specialized ice-barges. These passages are treacherous and expensive, but crucial for planar commerce and travel.
Trait Type
Description
Gravity Directional (angled 45° down-slope)
Time Normal, though it feels torturously slow to outsiders.
Shape & Size Infinite
Morphic Traits Divinely Morphic (Only deities, or demigods can alter terrain)
Elemental Energy None Dominant
Alignment Neutral Evil, leans toward Lawful Evil
Magic Illusion, Necromancy and silence-related spells are enhanced, while Light and fire-based magic is impeded
Alternative Name(s)
Dead Furnace;
Location under
Included Locations

Articles under Krangath


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