|Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment
The second layer of Acheron appears much like the first. However, Thuldanin’s population is quite small. The cubes of this layer are riddled with pockets and hollows. Surface pits lead down into labyrinthine spaces cluttered with the refuse of every war that was ever fought. Broken scraps of a plethora of devices are everywhere. Great ships that have burst asunder, toppled siege towers, enormous weapons, steam-driven carriages, flying devices of every description, and contraptions with even more obscure sources of power and purpose can be found within these cubes. Most of the refuse is inoperative, petrified to stonelike immobility by the “preservative” quality of the layer. Scavenging for intact weapons is an occupation for many a team of salvagers and opportunists, because many quality weapons and engines of war are scattered through the rubble on Thuldanin. Persistent searchers can uncover items of fantastic power and intriguing mechanisms, which they can use or at least copy. But wise salvagers don’t spend too long on Thuldanin, because creatures can be petrified the same as objects.
The same preservative quality that afflicts objects on Thuldanin also afflicts living, undead, and petitioner alike. Any given object or creature is 1% likely per 30 days spent on Thuldanin of spontaneously petrifying into stone. Creatures, if potentially affected, can avoid the effect with a successful Fortitude save (DC 18). Objects or creatures petrified by the natural qualities of Thuldanin cannot be returned to their previous state, except with such high-level magic as a wish or miracle spell. Veteran travelers make certain their stints on Thuldanin last no more than 29 days without a respite elsewhere.