As the release of Mythic Paths of the Lost Spheres is now imminent we are sharing previews from the Gazetteer appendix of the Lost Spheres Meta-Setting to give you an idea of the kind of connective tissue we are intending for your own home campaigns. Today we look at: The Iron Pits
Gazetteer Entry: The Iron Pits
In the Beyond, there are many dark places but few with the single minded devotion to the destruction of hope that permeates the Iron Pits. In the brighter streets of the Nine Hells, tyranny has its avatars and patrons but in the sightless corrosion of the Iron Pits nothing satisfies the dark masters known as Apaths aside from the utter destruction of belief. The massive blackened pits are cold and dark only lit lightning flashes of a saline-rain that makes rust run like rivulets of blood.
The Apaths are a collection of outsiders, disillusioned mystics and otherwise nihilistic creatures devoted to the destruction of the spiritual realms of the multiverse. They aim to do this by breaking the spirits of the races of the mortal realms and eroding their faith in the gods, creation and themselves.
Location Type: Extraplanar Hell of Corroded Maze-Riddled Excavations.
Mythic Presences: Among the Iron Pits, the Apaths enslave many beings of phenomenal power to their cause and cultivate a number God-Hunters and Hollow Ones in their service. Their primary assaults on the believing world involve the senseless empowerment of the mad or nihilistic individuals and may be responsible for the mythic empowerment of sadists and broken-souled villains in countless worlds. Their Rust Labyrinths are prisons to faceless masses of monstrosities, tormentors and broken heroes.
Connective Options: Abductive and Invasive. The Apaths find individuals of great potential and universal significance and manipulate events to destroy the spiritual fortitude of these indivduals in an ongoing effort to weaken reality itself. Their massive open-pit mines are riddled with labyrinthine tunnels that choke with rust powder from the crumbling efforts to harvest viable ore from mines rendered cosmically futile. The tunnels host massive kyton “managed” prisons and “murder mazes” where the heroes and fated of thousands are kidnapped and brought to be broken.
Adventures in the Iron Pits: The Apaths of the Iron Pits choose their victims from world upon world and without care or remorse to the damages wrought or the tales overturned. They favor divinely-gifted mortals, priests and those charged with great roles in prophecy or fate. As a GM the Iron Pits present a disruptive opportunity to pull characters from disparate games and place them in a new, mutually threatening reality. The Apaths goals are cold and distant enough that the menace they imply leans back on each character’s personal stories and the interruption of their own heroic efforts elsewhere.
Ultimately, the GM should design the Rust Labyrinths with the heroes abducted in mind as that the Apaths have captured and stolen a multitude of divine powers they twist to fulfill the dark miracles and mythic trials of their hellish traps. Escape should be the overall theme of these games as that the Apaths rarely reveal themselves to intercede or make face-to-face encounters possible.