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Showing posts with label planes. Show all posts
Showing posts with label planes. Show all posts

Sunday, November 2, 2025

Gene Weigel Versus Artificial Intelligence (Google Gemini)

 

Conversation with Gemini


...AS ABOVE PART III: CELESTIAL VANGUARDS

While their lower-plane counterparts seek to waylay those straying from the Prime Material, these entities are drawn to the highest reaches, the very edge where the Material touches the Celestial. They serve as guardians of the Outer Aether and are far more perilous to mortals than their sub-astral kin.


 

 

AETHER LICH (The Radiant Caller)

(Imagine a spectral illustration of a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.)

FieldValue
FREQUENCYVery rare
NO. APPEARING1
ARMOR CLASS-2
MOVE9”/30” (MC: A)
HIT DICE12
% IN LAIR60% (at an astronomical focal point)
TREASURE TYPEH
NO. OF ATTACKS1
SPECIAL ATTACKSSee below
SPECIAL DEFENSESUndead immunities, immune to light-based spells.
MAGIC RESISTANCE40%
DAMAGE/ATTACKTouch (2d10 damage and paralyzing chill)
INTELLIGENCEExceptional
ALIGNMENTNeutral
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE12,000 + 16/hp (8250 + 16/hp -its a lesser lich no mu - spells att/def and no psi potential like regular liches)

These entities are what remains of powerful mages who attempted to transcend mortality by merging their souls with the power of the high stars. They appear as a swirling outline of cosmic dust and starlight. Their touch inflicts a cold paralysis, and their main attack is to Call the Lesser Dust (once per day), instantly reanimating 1d4 skeletal warriors per character within a 60-foot radius. These reanimated creatures fight with 4 HD and AC 4.


 

 SUN-EATER (Solar Drake)

(Imagine a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare.)

FieldValue
FREQUENCYRare
NO. APPEARING1-3
ARMOR CLASS1
MOVE6”/36” (MC: A)
HIT DICE10
% IN LAIR20%
TREASURE TYPEE
NO. OF ATTACKS3 (Claw/Claw/Bite)
SPECIAL ATTACKSBreath Weapon (See below)
SPECIAL DEFENSESImmune to Fire. Only harmed by weapons of +1 or better enchantment while in direct sunlight.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d6/1d6/3d6
INTELLIGENCEAverage
ALIGNMENTChaotic neutral
SIZEL (30-foot wingspan)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE6,000 + 12/hp (2800 +14/hp)

A massive, serpentine drake whose scales shimmer with the colors of a solar flare. It is drawn to areas of intense heat or light, often raiding volcanoes or ancient temples that harbor celestial power. Its breath weapon is a concentrated beam of Solar Plasma (30-foot cone, 8d6 damage, save vs. breath weapon for half damage). The Sun-Eater can be detected up to five miles away by the intense heat distortion around it.


CHASM GRASPER (The Void Claw)

(Imagine a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.)

FieldValue
FREQUENCYUncommon (Very rare)
NO. APPEARING2-5
ARMOR CLASS5
MOVE15” (MC: C)
HIT DICE6
% IN LAIR0%
TREASURE TYPEF
NO. OF ATTACKS1
SPECIAL ATTACKSPlanar Grapple (See below)
SPECIAL DEFENSESOnly hit by +1 or better magic weapons, Ethereal/Astral immunity.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKNil
INTELLIGENCELow
ALIGNMENTNeutral evil
SIZEL (The "claw" is 15 feet long)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,500 + 8/hp (475 +6/hp)

These horrors manifest as a colossal, translucent claw reaching out of a temporary rift in the air, usually near powerful planar conjunctions or high-altitude spires. They have no physical body in the Prime Material Plane. Their attack, Planar Grapple, automatically hits a single victim, who must Save vs. Paralysis or be pulled into the rift and instantly transported to a random, hostile plane (50% chance of Astral, 50% chance of an Outer Plane). If the save is made, the victim takes 4d6 damage from the psychic strain of resisting the displacement. (Psionics are immune if save)


More planar perils to come in the next installment!

Thank you

You're welcome! I'm glad I could generate the new post for your blog.

Would you like me to generate an image tag for one of the new monsters, or perhaps draft a social media announcement for this latest post, "...AS ABOVE PART III: CELESTIAL VANGUARDS"?

can you makes images for it? 

Absolutely! Let's get those images generated for your blog post.

First, for the Aether Lich (The Radiant Caller), here is an illustration depicting a swirling outline of cosmic dust and starlight in the shape of a regal, skeletal figure.(INSERTED WITH TEXT)

Next, for the Sun-Eater (Solar Drake), here is a drawing of a massive, serpentine dragon whose scales shimmer with the colors of a solar flare. (INSERTED WITH TEXT)

And finally, for the Chasm Grasper (The Void Claw), here is a chaotic sketch of a colossal, translucent claw reaching out of a shimmering, temporary rift in the air.(INSERTED WITH TEXT)

 

Understood! To create a mirror of the planar entities with more earth-bound, "right outside civilization" monsters, we'll draw parallels to the previous creatures' roles and danger levels, but ground them in common fantasy tropes.

Here are three new monster entries, complete with images, that could serve as local threats:


TERRESTRIAL THREATS: OUTSIDE THE GATE

While distant planar threats loom, most adventurers face dangers far closer to home. These creatures lurk in the shadowed woods, forgotten caves, and crumbling ruins just beyond the civilized lands, preying on unwary travelers and isolated homesteads.


 

 CAVE WIGHT (The Shadow Stalker)

(Inspired by the Aether Lich - a spectral, skeletal figure, but grounded)

FieldValue
FREQUENCYUncommon
NO. APPEARING1
ARMOR CLASS5
MOVE6”
HIT DICE4
% IN LAIR80% (in a forgotten tomb or deep cave)
TREASURE TYPED
NO. OF ATTACKS1
SPECIAL ATTACKSEnergy Drain (See below)
SPECIAL DEFENSESUndead immunities, immune to sleep, charm, hold.
MAGIC RESISTANCEStandard
DAMAGE/ATTACKTouch (1d4 damage and 1 level drain)
INTELLIGENCEAverage
ALIGNMENTLawful evil
SIZEM
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE1,000 + 5/hp (510 + 4/hp - since its a slightly weaker wight)

These gaunt, spectral figures haunt ancient burial sites and lightless caverns. They appear as desiccated humanoids cloaked in shadows, their eyes burning with malevolent green light. Their touch drains the very life force from a living creature, sapping strength and vitality. A creature reduced to 0 levels by a Cave Wight becomes a new Wight under its control in 1d4 rounds. They are often accompanied by 2d6 animated skeletons or zombies (1 HD, AC 7).


 

 

FOREST BASILISK (Stone Gazer)

(Inspired by the Sun-Eater - a powerful, reptilian threat)

FieldValue
FREQUENCYRare
NO. APPEARING1-2
ARMOR CLASS4
MOVE6”
HIT DICE6+1
% IN LAIR50%
TREASURE TYPEG
NO. OF ATTACKS1 (Bite) (2-12 to make it fit bigger size)
SPECIAL ATTACKSPetrifying Gaze (See below)
SPECIAL DEFENSESImmune to petrification.
MAGIC RESISTANCEStandard
DAMAGE/ATTACK1d10
INTELLIGENCELow
ALIGNMENTNeutral
SIZEL (7-foot long body) (8-foot long minimum to be considered large)
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE2,000 + 7/hp (+8/hp)

The Forest Basilisk is a fearsome, eight-legged reptile with a scaly hide often camouflaged to resemble mossy rocks. It typically inhabits ancient forests and rocky hillsides, preying on deer and any unfortunate travelers. Its most terrifying weapon is its Petrifying Gaze: any creature meeting its eyes within 30 feet must Save vs. Petrification or be instantly turned to stone. The basilisk often surprises its prey from dense undergrowth, allowing it to quickly turn victims into statues for later consumption.


 

 

GOBLIN SHAMAN (Foul Conjurer)

(Inspired by the Chasm Grasper - a manipulator of strange forces)

FieldValue
FREQUENCYVery common (within a tribe)
NO. APPEARING1-2 (with 5-20 goblins)
ARMOR CLASS6
MOVE6”
HIT DICE3
% IN LAIR70%
TREASURE TYPEP, S
NO. OF ATTACKS1 (Dagger/Staff)
SPECIAL ATTACKSPrimitive Curses (See below)
SPECIAL DEFENSESNil
MAGIC RESISTANCENil
DAMAGE/ATTACK1d4 (dagger) or 1d6 (staff)
INTELLIGENCEAverage
ALIGNMENTChaotic evil (Lawful evil)
SIZES
PSlONIC ABILITYNil
Attack/defense modesNil
X.P. VALUE100 + 4/hp (50 + 3/hp)

Unlike their brute brethren, Goblin Shamans wield crude but effective magic, often derived from dark pacts with minor nature spirits or malevolent entities. They are usually found at the heart of a goblin lair, directing their kin and casting Primitive Curses (3x per day):

  • Hex of Weakness: Target creature within 30 ft. suffers -2 to attack rolls for 1d4 rounds (Save vs. Spells negates).

  • Stumblefoot: Target creature within 30 ft. must Save vs. Spells or fall prone (loses next attack/action).

  • Frighten: All non-goblin creatures within 20 ft. must Save vs. Spells or be Frightened for 1d4 rounds.

They are often adorned with tribal fetishes and crude magical implements, their power disproportionate to their size.

Gemini can make mistakes, so double-check it

Friday, February 10, 2023

...SO BELOW PART II: ASTRAL WAYLAYERS

 While still astral in nature, these "waylayers" are somewhat leaning earthbound in a way that is less planar than their counterparts dwelling "above".

ASTRAG (Starry Lady)

FREQUENCY: Very rare
NO. APPEARING: 5-6
ARMOR CLASS: 2
MOVE: 12”/24” (MC: B)
HIT DICE: 2
% IN LAIR: 0%
TREASURE TYPE: D
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 65/+2/hp

   Distantly related to dungeon sirens, these undead monsters appear only on very clear nights when the stars are bright. They appear as the outline of beautiful women. They will attack if approached within 15 feet. They magnify the light of the stars to give off the energy of suns. The effect is equivalent to a 6d6 fireball with a 30-foot diameter blast radius.

HALL CRAWLER


FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 3”
HIT DICE: 4
% IN LAIR: Nil
TREASURE TYPE: A
NO. OF ATTACKS: 6 per 10 feet area
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic (evil)
SIZE: L (100 feet long)
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 4550 + 16/hp

The mouth of the hall crawler appears like a dungeon entrance with a demonic mouth. Any character unlucky enough to get in the mouth past 20 feet will be sprayed by acid from the “ceiling.” This acid attack inflicts 8-32 points of damage (save versus death for half damage). They can move into the Astral Plane in 1 turn if left alone. They search for dungeons that are not too desolate to feed. They prefer lawful targets.

 

MOON WOLF (Canis Lunus)

FREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 6
MOVE: 18”/18” (In moonbeam; see below)
HIT DICE: 5
% IN LAIR: 5%
TREASURE TYPE: B
NO. OF ATTACKS: 1
SPECIAL ATTACKS: Surprise on a 1-5
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
DAMAGE/ATTACK: 2-8
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
SIZE: L
PSlONIC ABILITY: Nil
   Attack/defense modes: Nil
X.P. VALUE: 85+4/hp

This strange wolf attacks in packs but never alone. They will appear on moonlit nights and can run in the air wherever there is light from the moon. Because these creatures are on the verge of the Astral Plane they can see into the Astral or Prime Material Plane. When they appear in the Prime Material Plane (or Astral, rarely), they appear as a beam of light coming from the moon with wolves running down to attack. If they retreat into the moonbeam and are followed, the pursuers may become stuck in the verge of the Astral Plane unless they have spells. They can also slay the wolves which will temporarily open a gate back to the Prime Material Plane.

 They appear as great gray wolves with the state of the moon always reflecting in their eyes.

 

Tuesday, February 7, 2023

AS ABOVE... PART TWO: ASTRAL WAYLAYERS

This series always comes in two parts: AS ABOVE... (Planes) mirrored by ...SO BELOW (Earth). This particular set has to do with the Astral plane so the earthbound monsters will be more planar than usual. 

   The Astral Plane is a highway to the beyond. Like any highway, it has its share of “highwaymen.” (Most of the following beings have no relation to each other but are loosely grouped under this heading for convenience.)

 

MINE MAIDEN (Dungeon Siren)

FREQUENCY: Rare
ARMOR CLASS: 5
HIT DICE: 5
% IN LAIR: 5%
NO. APPEARING: 1-3
MOVE: 12 feet/36 feet
TREASURE TYPE: Z
NO. OF ATTACKS: 3
SPECIAL ATTACKS : See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: 1-3/1-3/1-4 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
PSlONIC ABILITY: 100
   Attack/defense modes: C, E/F, G
X.P. VALUE: 280 + 5/hp

 

 These creatures appear as beautiful women and may be distantly related to nymphs. Although fairy-like in form they are of darkest evil. They originate from planes of evil but they are seldom found there. They are abroad usually in the prima materia and lead the unwary to their doom, lost in the Astral Plane. They are found in the darkest places of the earth like caverns, dungeons, mines, rifts, sewers, and sometimes in the deepest waters of the blackest seas.

    They are golden-haired and are of unearthly beauty. When they first appear they are aglow in a shaft of golden solar radiance emanating from what appears to be a clear path to the outside world. This path is a portal to the Astral Plane. The light is produced by an astral phenomenon known as a “death door,” which is usually “guarded“ by other beings (see apollyon q.v. or other death-type creatures). These beings can only open these “death doors” in the darkest places, mentioned above, because of the scarcity of living beings in these areas, hence the lack of security. The mine maidens dance and frolic gaily, throwing petals at and around the victim. If any petals touch the skin of the victim they must save versus spells or be enchanted with a false sense of rejuvenation (wounds seem healed, ailments and disease seem cured, quests fulfilled, worries melting away, etc.). When the victim enters the door the maidens seem to catch them from falling into an endless sea of stars. All the while they are picking the victim’s pockets as a 5th level thief with a 10% “race bonus“ (60%). Once something is procured from the victim and/or the light of the “death door” goes out (closing and disappearing in 2-3 rounds) the victim is dropped into the endless stars. From there they may never return. Continued resistance may result in melee. If this occurs the maidens will reveal their true facial features as hag-like, pulling +1 daggers from scabbards nicely disguised as a nosegay of flowers on their person.

   They can gate once per day.

   

HELLMOUTH (Dragon Daemon)

FREQUENCY: Very rare or uncommon
NO. APPEARING: 1
ARMOR CLASS: Head, tail (2); vortex body (-8)
MOVE: As per humanoid type
HIT DICE: 11
% IN LAIR: 80%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 75%
DAMAGE/ATTACK: 2-20
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: L
PSlONIC ABILITY: 95
  Attack/defense modes: A, D/G, H
X.P. VALUE: 4550 + 16/hp

  The hellmouth, or “dragon daemon,” is an ultra-dimensional vortex to the underworld that is actually a being of the lower planes. It appears in the prima materia as a twenty-foot-high grotesque face with a gaping maw well over ten feet in height when extended. It breathes hellfire out of its mouth, targeting the hellmouth’s sole intended target. This breath weapon works similarly to the spiritwrack spell (1st save vs. spells or held, 2nd round loss of 1 hp per hit die, 3rd round the victim loses 50% of hp and is pulled into the maw of the hellmouth.). Victims taken (eaten) are channeled to whomever the creature serves, which usually is a nether being of at least “gentle” standing. The creature is usually sent by a nether lord to collect a reluctant, damned soul. This is usually “approved” by the forces of good so the hellmouth is limited in activities on terra firma. However, nothing stops it from wreaking havoc in the Astral and the various planes of the netherworld, where they hunt the unwary for sport, sending victims down to be trifled with by their current master.

   The hellmouth’s body, usually translucent, never enters prima materia. On the Astral or the planes of the underworld it appears as a channel of negative energy that has seemingly no end. Its “tail” permanently resides in the underworld. Those “damned” collected by a hellmouth will be ejected from the creature’s “tail end”. If there is activity in the vicinity of its endless body the head will eventually know and arrive in 1-20 turns.

 

 

MOON MEN (Moon Monster)

FREQUENCY: Very Rare
NO. APPEARING: 1 or 3-30
ARMOR CLASS: 2
MOVE: 12 feet/40 feet
HIT DICE: 12
% IN LAIR: 80%
TREASURE TYPE: H, A, Z
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
DAMAGE/ATTACK: 4-16 or by weapon
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (12 feet or 50-foot diameter)
PSlONIC ABILITY: 150
Attack/defense modes: A, B, C/G, H
X.P. VALUE: 3700 + 16/hp


   Moon men, also known as “moon monsters,” haunt the Astral Plane and appear there as creatures with lunar characteristics. They have two forms: one is a nightmarish crescent moon on a glistening black humanoid body, while the other a massive face on moon-like sphere. They sometimes appear in the prima materia in sphere form when the moon “contacts” the earth in a reflective surface, usually a large body of water. They often toy with sea-going vessels, sometimes bringing them to their accursed realm in the Astral. In sphere form, they project a massive sheet of darkness (100 yard radius by 1 foot thickness), blotting out the actual moon. They also project a star field of the same dimensions. They will then consternate attempts at nighttime navigation. Sometimes (5% chance) they will attempt to seize entire vessels by bringing them to the “moon.” (This effect is like a gate spell, but the “gate“ appears as a moon setting on the horizon.). In the Astral Plane, there is a mystical reflection of the actual moon. It is there that these and other entities reside: in a vast city of white that disappears and reappears piecemeal as the moon waxes and wanes. Stairs and entrances lead to nowhere during these “phases.” The more humanoid “crescent moon” form is what they prefer to “wear” in the endless swirling crescent streets of the city. They carry weaponry appearing much like lunar-patterned +3  guisarmes or +3 scimitars. Most victims will be brought to a vast arena to be eaten by various lycanthropes for the populace of moon monsters viewing pleasure or some other cruel fate.

   In addition to the above they have the following powers: detect invisibility, detect magic, levitate, and stinking cloud.


Tuesday, June 19, 2018

AS ABOVE... SO BELOW (PREAMBLE)

I've been working on a pretty big series and I just want everyone to be on the same page before it starts. So I want to lay down some knowns so that light readers don't think I'm pulling this shit out of my ass. So I want to reiterate E. Gary Gygax's DUNGEONS AND DRAGONS view on the planes which is well known but has been abandoned by the official owners of DUNGEONS AND DRAGONS for their own versions of things that completely and honestly, I don't understand.

Gary worked with the idea of multiverses where each D&D campaign, that you the users played at home, was in its own universe.

For me, I have played in many standardized and unique universes by others and had several universes of my own with their own unique themes. The one that I usually work with on this blog I dubbed "The Swordlands" which is based on my oldest fantasy game and story ideas. As you have seen on this blog so far, my fantasy campaign has been well loaded with "new shit" for the longest time. My first "Monster Manual" was created in 1981 and within there was a floating, bodiless, and bulbous headed race that all wear eyepatches. (COMING SOON..GAHH!!!) That aside, this new series of articles AS ABOVE... SO BELOW will deal with the planes. Those dimensions that surround and influence the universes. 

Wait, Gene, my head just exploded!

I know. It works best if you just don't think of planes as walking through a "mall" and seeing different "shops" but rather the planes are like a budget of conceptual needs that all the infinite universes require to make it work. 

Gene, uh, exploding head...?

Alright, don't think about it. That is the best way to do it. If there is evil in the world there has to be some kind of unlimited evil source that comes from beyond. And to counter that (hopefully that is where you come in) within fantasy and reality, comes the unlimited potential for good. Gary Gygax alternatively described this as "weal" to drive home the aesthetic of the concept as welfare related and helpers of dynamic nature not do-nothings who wait for help. 

So to make YOU the player as the "good guys", the (sole?) creator of D&D, Gary Gygax, a devout Christian, wanted to point out fantastic evil was all over the place and was the problem for those of a heroic nature. Of course, that didn't stop those looking for attention to make accusations of something weird going on in Gary's codification of all the "bad guys". Some even suggesting it was the basis of a religious cult. This is totally mentally deficient thinking. Nobody wants to play a game called DUNGEONS OF CANDYLAND. Evil is needed for heroic adventures.

That said there is absolutely no danger in a kid seeing a game designed for adults that suggests there are forces of evil in the real world. If you disagree then I really don't know what to say except look elsewhere. 

Ah!! Its the Devil!

Yes, the concept is that beings that exist on the planes are manifestations of forces whether that be an implaccable natural force or a pervasive idea that drives the minds of people. 

Lets go to the visual aids for DMs. 

Here is the alignment "graph" included in the 1978 Players Handbook but it has been redone and colorized by me:

The color coding comes from E. Gary Gygax's DRAGON MAGAZINE article that appeared issue #73 (MAY 1983) which I've made a color reference for:

I am not reprinting the wheel of the Outer Planes here as everyone can just pop open their Handbooks and look at it but in that same issue Gary had said that he was not satisfied with what was featured in the PLAYERS HANDBOOK regarding the "torus" shape of the Inner Planes. With input from Steve Marsh (creator of many monsters in the MONSTER MANUAL), Gary devised a cube setup and that version, which seems to have been totally forgotten in all D&D post Gygax, so with total neglect in mind, I've completely cleaned it up for easier use (Keep in mind this is unrelated to the "Outer" colors shown above):


Alright, so this cube had a random chart that went like this:

THE INNER PLANES        
—
Concordant Opposition Ochre    

1 Prime Material Turquoise    

Elemental Planes:
2 Air     Blue    
3 Earth Brown    
4 Fire     Red    
5 Water Green    

Para-Elemental Planes:        
6 Smoke Pearl    
7 Ice   Aquamarine
8 Ooze     Chocolate    
9 Magma Maroon    

Quasi-Elemental Planes:        
10 Lightning Violet    
11 Steam Ivory
12 Radiance Rainbow spectrum
13 Mineral Pink    
14 Vacuum Ebony
15 Salts Tan    
16 Ash Grey (dark)
17 Dust  Dun    

Others:        
18 Positive Material White    
19 Negative Material Black    
20 ¹ Shadow Silver    
20 ¹ (Time)(Colorless)
 -- Ethereal     Purple    

¹— Optional: Either assign 50% chance for each of  d6, treating 6 as a 1, to yield a result of 1 through 5.
   
 

So if you rolled a "20" and the two d6's and got both "shadow" and "time"  don't know what that is but I've always assumed its a Lovecraftian reference (i.e. "THE SHADOW OUT OF TIME") so its the Yog Sothoth dimension for your ass! ;)

Now I need to go over some forgotten shit.  So its not an endless "WHADDUHFUGGIZZIS? I hate da Planes!!! I hate da Planes!!!" reaction every time.

 Istus, the fate goddess, created by E.Gary Gygax for his WORLD OF GREYHAWK setting (a booklet and map for D&D players to play in the official D&D background which later after Gygax was turned into a joke and set about cheesy editors and hacks throughout the late 1980's, 1990's and 2000's), was featured in DRAGON MAGAZINE #69 (JAN 1983) and had a "time elemental". This time elemental was later featured in the MONSTER MANUAL II. 
The Plane of Time, in a D&D book written after Gary Gygax left TSR called MANUAL OF THE PLANES (1987), was reduced to a "demi-plane" (he described as a forming plane but AD&D players already were well aware what a demiplane was from the adventure ISLE OF THE APE as something created from wizardry) which is kind of ridiculous. I'm not saying the author Jeff Grubb was strange but in the preface he mentions that his parents hid garbage all over the house. NO JOKE! 

Keeping all this in mind and that the designers post-Gygax had nothing to lose in dulling down D&D to make their job easier, now that the boss was gone, we've reestablished that the Plane of Time was supposed to be a massive D&D related thing. STURMGESCHUTZ & SORCERY? SIXGUNS AND SORCERY? MUTANTS AND MAGIC? 

Keep this in mind for upcoming installments.

Another factor, of the 1987 MANUAL OF THE PLANES, was the lack of the alternate Partial Planes of Imagination. This concept introduced in the "EX" series of adventure modules was completely ignored in the wake of Gygax's departure from D&D. Here is the reference in EX2 THE LAND BEYOND THE MAGIC MIRROR (1983) by E.Gary Gygax:

As you read the material herein, it will become clear that the premise upon which the scenario is based is somewhat unusual in AD&D™ game terms. It is supposed that somewhere in the infinite multiverse exists the Partial Plane whereon young Alice made strange discoveries after passing through a looking glass. Furthermore, it presumes that this Partial Plane is but one of the endless variations on the original—one in which famous fictional characters are altered to different states entirely. In any case, the scenario offers new vistas in exploration and adventure: here players will greet lovely talking flowers, see and speak with Humpty-Dumpty, interact with the Iaughable Tweedledum and Tweedledee, and have a chance to stroll a beach with the droll Walrus and compassionate Carpenter.

With this in mind there are variations of all things in all forms. The need for a cast iron version is totally unnecessary. A Hyborian Age as a version of Earth's past in various "Prime Material Planes" and "Partial Plane of Imagination versions" where there are infiinite variants that are even crazier. This might truly be the lost promise of D&D right there and its been here all along. Once we got nailed down by that Manual of the Planes stuff everybody just forgot about it. 

Alright, now for the premise of AS ABOVE...SO BELOW. Each article will feature a plane-oriented thing and a reality bound related thing hence the name. This could be a monster, an item or even a spell but mostly monster stats. Notice the trend here? MONSTERS!!!!! ;) 

As a default, the "reality" is going to be my own campaign that I just mentioned called "the World of the Swordlands" that I usually feature here in the blog but its all fantasy universal style with you, the reader, using it for your "world" in mind, etc., etc. (For future articles, I want to detail aspects of the Swordlands but it will be unnecessary.)