Tuesday, March 18, 2025

REPOST: The Articles of Dragon: "The Nine Hells (Part I)"

(The original post appeared here.)

And so we come, once again, to an excellent article written by Ed Greenwood – "The Nine Hells, Part I," which appeared in issue #75 (July 1983) of Dragon. In retrospect, it's easy to see why Greenwood would enjoy such success; he was not only prolific but also imaginative. Plus, his articles were memorable. Even now, nearly three decades later, I clearly remember the first time I read this issue of Dragon, filled as it was with information about the lower planes, thanks to both Gary Gygax's extensive preview of new devils from the upcoming Monster Manual II and the first part of Ed Greenwood's tour of the first five layers of AD&D's version of Hell. I was absolutely blown away by what I read, much to the chagrin of my players at the time, several of whom found themselves on unexpected visits to the domains of one or more arch-devils.

Like Roger E. Moore's "The Astral Plane," "The Nine Hells, Part I" is a work of remarkable scholarship, mining the entirety of the AD&D corpus available at the time for hints as to what the planes of Hell might be like. Also like "The Astral Plane," this article wasn't content to simply regurgitate what we already knew. Rather, it expanded on that information in clever and sometimes surprising ways, painting a picture of the Nine Hells that was both true to its gaming source material but also evocative of other works of fantasy and myth. Greenwood doesn't present his Nine Hells as canonical for anything other than his own Forgotten Realms campaign, but it wasn't long before it received Gygax's blessing, which gave it a status it enjoyed until comparatively recently, where books as recent as 2006's Fiendish Codex II: Tyrants of the Nine Hells continued to make use of ideas laid down in 1983. That's a degree of influence that few articles (or authors) can match.

In addition to giving names to each of the Nine Hells and discussing their locales and points of interest, Greenwood also devotes a fair bit of space to their inhabitants, in particular unique devils. Prior to this issue of Dragon, the arch-devils were the only unique devils described in AD&D. Now, both Gygax and Greenwood provided a coterie of such personalities, which, as a referee, I found a terrific boon. Unique devils gave me the opportunity to pit the PCs against powerful devils that weren't rulers of entire planes. This not only gave the PCs a fighting chance to defeat them but, in the event that the PCs did defeat them, the multiverse wouldn't resound with their victory the way it might if they bested Dispater or Geryon. Greenwood also found a way to work Astaroth from "The Politics of Hell" (from issue #28) into his depiction of the Nine Hells, which I know endeared him to many older gamers of my acquaintance who adored Alex von Thorn's article from way back when.

"The Nine Hells, Part I" (and its sequel, which I may well wind up discussing next time) are in a rare class of Dragon article: ones I actually used. Ever since I started playing AD&D, I desperately wanted to run adventures in the Outer Planes, but I rarely did, in large part because the game gave so little information on them. That's why articles like this and "The Astral Plane" were so useful and inspiring to me. And, unlike "The Astral Plane," Greenwood's Nine Hells articles were remarkably concrete, describing people and places one could encounter in addition to providing rules for how magic worked differently in this plane of ultimate Lawful Evil. I liked that a lot; I still do.

13 comments:

  1. Jim Hodges---
    To me the outer planes, especially the Nine Hells and the arguably even more disturbingly beguiling abyss, added a fascinating aspect to D&D that served to broaden the overall setting and were themselves worthy of serious exploration, but in my experience few others with whom I campaigned shared my outlook, and so these settings were more read about than played through, something I still regret.

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    1. I had much the same experience. Even after Planescape came out (with what turned out to be the last really big push of support TSR would ever managed - poor Birthright never came close) and offered more support for lower-leveled play off the Prime there just wasn't much interest.

      OTOH, 4e's cosmology went over like gangbusters, and every campaign of it I played or ran saw a significant amount of off-Prime adventuring even at fairly low levels. Part of it was a system where you weren't made of tissue paper early on, but a lot of the difference came from the other planes being more accessible and relatable than TSR's ever were.

      I'm nostalgic about the Great Wheel, but it's just plain not very gameable. The Astra Sea and divine Domains, the Elemental Chaos with the sinkhole of the Abyss descending from it, the twisted mirrors of the Feywild and Shadowfell - those are all useful to a GM in ways the Wheel never was, and at the end of the day that's what matters to me.

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    2. When I first tried D&D just a few years ago, it was 4E rules and whatever bits of 4E's generically-applicable cosmology come along with the products. For what it's worth, I thought the 'otherplanar' parts of it were fine in concept and excellent for gaming in practice, and was for a good while confused at all the mockery of "D&D cosmology" I started to notice. _Eventually_ I twigged to there having been a reboot and it wasn't the same thing. Anyway, I really agree with what you say!

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  2. I had this article very clearly in mind when I wrote Rough Guide to the Pit, a gazetteer of the demonic realms of the Fighting Fantasy world of Titan for the second edition of Advanced Fighting Fantasy by Arion Games. :-) https://www.drivethrurpg.com/en/product/270695/rough-guide-to-the-pit

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  3. IMO, this was when Dragon Magazine was really hitting it's stride. The Nine Hells articles were the probably some of the best.

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    1. Very much agreed. The whole run between the early 70s and into the '90s or even early 100s was superb,

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  4. As a 12 - 14 yr old seeing AD&D for the first time, I had a feeling of being inducted into an esoteric, mysterious, and maybe taboo game played by older teenagers and adults. My young mind was forced to ponder the "metaphysics of evil" because of articles such as 'The Nine Hells', the Monster Manual's demons, descriptions of the Planes in the Dungeon Master's Guide, the Assassin player class, and art such as 'Paladin in Hell'...

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    1. I know right? I thought I was the only one who thought that way. IMO, the game has lost it's way. It's way too mainstream. I've not played a game of WoTC D&D since the early 2000s. I've remained old school, latching on to the OSR from the very beginning.
      The work done in the OSR, including the fanzines, all have that old-school vibe we all grew up with. IMO, the heart of soul of D&D is in the OSR.

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    2. Definitely, Blackstone. They are, honestly, different games under the same name. Although, I can imagine the right campaign, with the right DM, with the right house rules, could be a similar experience for some unsuspecting young innocents!

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  5. Personally, I felt ( as he always does) Greenwood overthinks The Nine Hells way too much and takes away the mystery out of them. I would rather had Gygax write about them instead , as they originated in the Greyhawk campaign.

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  6. I remember being in the library in high school and a student I knew named Tom had this issue. He pointed me to this article for some reason. I suppose he thought it was especially good as well. I recall looking at it. I didn't play the game then, and knew little about it. But I remember this piquing my curiosity. For some reason, the section on Dis caught my attention, and I thought that particular illustration was especially evocative.

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  7. ...this article stands among the titans of dragon magazine: a landmark of influence from an era of greatness seldom since matched...

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