TIAMAT WAITS AND WATCHES
The Queen of Dragons resides in Avernus. Her lairs sits
atop a towering mountain, with flights of dragons wheel·
ing through the skies to d iscourage any demonic incur-
sions. For their part, the demons avoid this place. The
hordes of the Abyss have learned the hard way that Tiamat
and her court prefer to be left alone. She appears disinter-
ested in becoming involved in the Blood War.
Tiamat's presence in Avernus has confounded sages for
years. As with devils, she is unable to leave the plane of
her own will. She must be called forth, but only the might-
iest rituals can draw her back into the world. So, if she has
been imprisoned here, how and why did that come about?
The most prevalent theory holds that her confinement
is related to the end of the long war between the dragons
and giants, that she was sequestered here by means of a
mighty curse levied by a forgotten god of the giants she
slew. The curse brought an end to the war but also drew
the curtain on the time of the dragons and giants on the
Material Plane, clearing the way for the rise of humans,
ores, dwarves, elves, and other folk. lfTiamat were to
return to the material world, that event could trigger, or
be a signal of, the resumption of the war between giants
and dragons.
vering stand in stark contrast to Bel's approach, which
relied on his expertise in logistics and defensive tactics
to make steady but slow advances. Bel remains one of
her chief lieutenants, and he doesn't discourage her
reckless tactics in the hope that she will overextend her
forces and suffer a defeat that leads to her removal.
For now, though, the devils are fighting with a ber-
serker fury under her charge. Zariel leads their offen-
sives herself, and her unyielding resolve coupled with
the fighting skill of her underlings has pushed nearly all
the demonic invaders out of Avernus.
THE WARRIOR'S GENERAL
Zariel is no politician. She lives to fight, and she bases
her assessment of those she meets on a combination of
their combat skills and their willingness to use those
skills. In Zariel's eyes, zeal and fury are as important in
a fight as iron discipline and extensive training.
That outlook has made her something of a political
pariah, since she has spurned overtures of alliance from
other Lords of the Nine and elected to swell the ranks
of her armies through the aggressive recruitment of
mortal souls. Her agents offer gifts of martial skill and
courage to any who are willing to bargain. Zariel needs
souls that yearn to prove their worth on the battlefield.
LADY OF RUIN
Zariel rules over the ruin that Avernus has become.
Once it was a bustling realm filled with cities, trade
outposts, and other features, but recent activity in the
Blood War has reduced it to a blasted wasteland. The
few structures still standing are citadels constructed by
the devils to repel attackers, to be rebuilt each time the
front line of the war moves. The devils are in control of
Avernus at present, though the fighting goes on (as it al-
ways does) in isolated locales throughout the layer.
Adventurers able to avoid the other occupants can find
treasure within some of the ruins, though they must ven-
ture to the fringes of the active conflict to have any hope
of finding places that have not yet been looted.
Many of the active citadels on Avernus loom over the
River Styx or surround portals to other planes or to Dis.
An amnizu presides over each location, directing the
lemures that emerge from the Styx, marshaling forces
against invaders, and preventing unauthorized travel.
DISPATER
THE COSMOS IS A GRAND GAME. HE WHO KNOWS ITS
rules the best shall win the prize.
-Dispater
Dispater is the foremost arms dealer of the Nine Hells,
and perhaps the greatest weapons supplier in all the
planes. As the lord of Dis, he oversees a mining and
smelting operation that continually churns out weapons
and armor. Using some of the great number of secret
techniques Dispater has unearthed over his lifetime, the
foundries of Dis produce deadly armaments that help to
stem the abyssal tide. The fighting requires constant re-
inforcements, creating a voracious appetite for the prod-
ucts of the iron mines on Dis and the workshops in the
sprawling metropolis that shares the name of the layer.
Dispater trusts no one and dislikes surprises. Since
Zariel's rise to power, he has taken to dwelling in the
libraries inside his iron palace. He employs a network
of spies and informants to watch over anyone that might
threaten him, a measure of his deep paranoia. Dispater
has created an impenetrable suit of adamantine armor
for himself, imbued with charms designed to foil spells
and keep him safe in any environment, no matter how
hostile. No one can guess at all of its features, since he
crafted it using methods that only he has mastered.
Dispater's paranoia affects everything he does. For
example, he often dispatches orders and other missives
by branding his message on the back of an imp. The imp
wears a leather vest that conceals the message, and the
laces of the vest are knitted into the imp's heart. If the
vest is removed by anyone other than the intended recip-
ient, that act kills the imp and causes its body to disinte-
grate before the message can be read.
The lord of Dis measures everything in terms of
the knowledge it contains and the secrets that can be
gleaned from it. He yearns to solve every mystery of the
cosmos, a quest that might seem foolhardy for anyone
other than an immortal being. Any hint of a secret that
remains hidden draws his attention, and a discovery
that could tip the scales in his favor might be enough to
entice him to act against his fellow Lords of the Nine.
Given his reclusive nature, gaining an audience with
Dispater is difficult at best, with no guarantee that any
correspondence truly reaches him.
THE GREATEST GAME
Dispater's trade in souls is concerned mainly with the
acquisition of secrets. His imps scour the Material
Plane in search of any lost lore that could help to turn a
soul to Dispater's service. Such a secret could be a lost
spell sought by a mighty archmage, who pledges fealty
to Dispater in return for the knowledge, or it could be
the identity of a petitioner's secret admirer. Dispater and
his minions know that the perceived value of a secret is
CHAPTER 1 I THE BLOOD WAR
TI