by sheep stolen from whatever kingdom originally seeded the domain The previous gremlin obsession was crafting human villagers out of cheese or chocolate, though this passion was rapidly eclipsed by drowning one another in beer or ale, before moving on to the latest bizarre trend Cliffside Castles: This parched and desolate domain is built on the side of a winding cliff overlooking parched grassland and desert Individual tribes of settled gremlins fight off the depredations of marauding nomadic gremlin tribes before switching dynamics to a reverse where the cliff tribes conjure spirits to pray upon the horse-riding lowlanders or drag them back for elaborate and bloody rituals The precise tide of it all is dictated by Flibbertigibbet himself—or his proxy of the moment Pagoda Kingdom: Rising up from a comically haphazard sprawl of bamboo forests and flooded rice paddies, the third kingdom contains a fantastical city of elaborately colored pagodas decorated with polished brass and surrounding a towering central palace carved entirely from jade Semi-domesticated foo animals run rampant, and the lacquered wooden buildings face Nibiru has the erratic time, highly morphic, and wild magic planar perpetual catastrophe where the traits (see Pathfinder Roleplaying Game: GameMastery Guide for hands of gremlins and bitterclawdetails) in addition to the following: crafted fireworks meet Still, this Pathways: Nibiru connects to somewhere close to everywhere in the kingdom is Flibbertigibbet’s multiverse, although it is pretty impossible for anyone but Flibbertigibbet current favorite, so it remains the or someone with the (un)Locket of Nibiru to use the random paths with least devastated by his children, any degree of certainty Entry into Nibiru is completely random and despite their efforts otherwise might befall any (un)lucky travelers Exiting Nibiru is a different matter entirely A creature wishing to leave Nibiru through the pathways must FIREWORKS attempt a DC 20 Charisma check On a successful check, the traveler FACTORY appears in a random location on a random plane, although the area is This is the third fireworks factory, usually not immediately dangerous If the creature rolls a natural 20 or built by bitterclaws after the first succeeds on the check by or more, they return to the exact location two were utterly consumed in they entered the pathways from, or anywhere else they wish to go in all flame after the inadvertent setting of existence On a failed check, they wander for hour but may then off of all the fireworks within the make a new attempt If they fail the check by or more, they wander for building—both times Rather day before a new check can be made Note the pathways are subject than wood, like the previous to the erratic time of Nibiru, and so a day of subjective time might be two buildings, iron was used to 40 years on the Material Plane frame the new building, and the Seed: A portion of Nibiru can gain additional planar traits when one bitterclaws are certain there is of the three kingdoms becomes destroyed The new resulting realm is no way a fi reworks mishap can formed by a seed taken from some other plane The resulting kingdom bring down this newest building, may gain any single planar trait or lose the erratic time, highly morphic, even if all their lovingly crafted or wild magic planar traits This new planar trait persists until the fireworks are destroyed yet again kingdom is destroyed and a new seed is planted The current kingdoms There is no thought to ever have the following additional planar traits: the alpine kingdom has light stop creating fi reworks, which gravity, the cliffside castles are air-dominant, and the pagoda kingdom they use to keep pesky gremlins is minor positive-dominant at bay and to sell to visitors who Flibbertigibbet’s Demesne have never seen them before (at — 18 —