Tuesday, April 22, 2025

The Articles of Dragon: "The Nine Hells (Part II)"

I was a huge fan of Part I of Ed Greenwood’s “The Nine Hells,” so it was almost inevitable that I’d be just as taken with Part II. Published in issue #76 of Dragon (August 1983), the second half of this magisterial tour of the planes of ultimate Lawful Evil is every bit the equal of the first, perhaps better. It’s longer, for one thing, and delves into the “deepest” layers of the Hells, including Nessus, the domain of Asmodeus. I probably spent even more hours poring over this article than its predecessor – and that’s saying something.

Part II explores the "bottom" four planes of Hell – Malbolge, Maladomini, Caina, and Nessus – ruled by the three most powerful archdevils: Baalzebul, Mephistopheles, and Asmodeus. As the Monster Manual tells us, Baalzebul commands both the sixth and seventh layers, a rare distinction that underscores his power. He rules the seventh directly, while the sixth is governed by his viceroy, Moloch, an archdevil in name, but one who holds power only at Baalzebul's pleasure. I've always wondered why Gary Gygax granted Baalzebul two layers when every other archdevil rules just one. Greenwood’s article doesn’t address this, though I suspect later AD&D material (perhaps Planescape?) might.

Each of the four planes receives a detailed write-up, highlighting notable locations like the capital cities of their ruling archdevils. This is a big part of what made this article and its predecessor so compelling. Greenwood gave each plane a rough geography, filled with distinct locales that made them feel like actual places where adventures could happen. Before these articles, the planes all seemed like vague, featureless expanses that were hard to visualize, let alone use in play. Now, there were cities, fortresses, lakes, places a referee could actually work with. That might seem like a small thing, but it’s not. Believe me.

Each plane also got write-ups for the unique devils who dwelled there, often in service to its archdevil. These included the so-called "dukes of hell," but also the "princesses of hell," the consorts of the archdevils. Even more than the dukes, this was a new concept in AD&D conception of devils, though not an unreasonable one, given their depiction as a court of ever-scheming infernal aristocrats. It also opened up new possibilities for gaming, as the dukes, princesses, and archdevils all had their own agendas, each looking to gain advantage over the others. Characters could easily become enmeshed in such gambits, whether willingly or not.

What truly set Part II apart, however, was its six-page appendix detailing how the Nine Hells distort spells, magic items, and even class abilities. Greenwood didn’t invent this approach, but he uses it to great effect, emphasizing how alien and hostile the Hells are compared to the Prime Material. This matters, especially for high-level play, where such distinctions are needed to pose real challenges. I suspect this is why Gygax became so invested in planar adventures later in his TSR career: the planes offered a new frontier to test powerful characters and keep long-running campaigns exciting.

Taken together, these two articles transformed the Nine Hells from vague backdrops into vivid, dangerous realms ripe for adventure. Greenwood’s work gave referees the tools to turn them into meaningful, playable settings, not just abstract concepts. For high-level campaigns looking for their next stage, the Nine Hells suddenly made a lot more sense. I adored these articles in my youth and still think highly of them today. They're also reminders of just how good Dragon was in the early to mid-1980s. What a time to be a subscriber!

17 comments:

  1. I checked the 2e Guide to Hell -- which is clearly built on the framework laid down in these articles -- but it provides no insight into why Baalzebul ruled two layers. It does, however, make it clear that, as of its time, that was no longer the case; Moloch was cast down by Asmodeus (and Baalzebul was slapped on the wrist) as punishment for an ill-conceived attempt to usurp rulership of Hell, and the sixth layer was given to Malagard the Hag Countess, whose counsel persuaded them to attept Asmodeus's overthrow in the first place.

    Devils, man. Can't trust 'em.

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  2. One thing crucial about these articles is that they make the Nine Hells playable. You can explore the planar landscape, interact with the various devils that dwell within it. It may not be strictly what or how you'd expect a Hell or any Plane to be, but it keeps it easy for players to understand and adventure in, which is key. These articles were definitely a big influence on me when writing material for demonic planes that can be experienced by players being crusading adventurers, or demon citizens, defending their realms from holy attacks.

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  3. Jim Hodges---
    This is intriguing! I wish I had access to these articles.

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    1. The entire run of Dragon magazine is available on archive.org

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    2. Jim Hodges---
      Hildred, thank you very much!

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  4. Hypothesis: the internet ruins most things - including gaming.

    Hard copy Dragon as a magazine/"journal" of gaming and D&D gave people well developed slow drip articles that your imagination (keyword) could mull over for months.

    Today people put out mass clickbait youtube garbage impulsively for potential $ clicks and Grocery Store Tabloid level farming of drama and cheap consumerist tactics (A true Molochian ideology. Maybe he secretly rules Hell after all.).

    Resurrect the fanzine. Have no internet association with it (no website, no pdf version, no email contact, etc). And articles will only be discussed with the editor(s) of the zine through snail mail submission.

    Slow things down. More imagination and less lizard brained addictive impulsivity of more, more, more. Hyper-mediation is Hell.




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    1. I think there's something to this.

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    2. You're not turning back that clock. Go ahead and try to make a purely offline fanzine. The first person who buys a copy and puts it up online ends that conceit - and they'll reach a thousand times the number of readers you'll ever have in your snailmail coterie. Might even get enough sales to allow you to publish the next issue despite your own attempt to limit the market to failure levels.

      Like it or not, there's more good gaming material coming out online today than there ever was before, and with the industry contraction (or collapse if you feel pessimistic) that's coming pdf format may become the only thing keeping any new games coming out. There's lots of dross too, but I'd want to see some convincing evidence that the ratio is actually worse than it was in the 70s and 80s. I remember an awful lot of hot garbage from those days and precious few gemstones.

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    3. " Go ahead and try to make a purely offline fanzine. The first person who buys a copy and puts it up online ends that conceit"

      I believe that to this day nobody has done so with Christian's Loviatar fanzine, which kicked off a mini-renaissance of 'zines in the mid-2010s, and I'm pretty sure you can't find many of the 'zines it inspired in pdf or otherwise online either, like Tim Shorts's The Manor (though he also does a podcast, so he might have a pdf edition out there; I dunno, I haven't really looked). The point being that you might be making assumptions about the inevitability of computer tech that aren't borne out in reality.

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    4. People who only find out about things on the internet saying there's no print-only fanzines because they only find out about the existence of those fanzines uploaded to the internet? Say not so! ;)

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  5. Perhaps you're already aware of this, but just a few years ago, Wizard's of the Coast quietly released a source book and adventure for the Nine Hells called 'Chains of Asmodeus' on DriveThruRPG / DM's Guild (not sure if it's any good though) :

    https://www.drivethrurpg.com/en/product/457996/chains-of-asmodeus

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  6. This was an excellent and influential piece. A lot of Greenwood's work was very easy to adapt into any campaign and an article like this made the idea of a journey into the nine hells one that was very exciting.

    I love this era of Dragon Magazine; Kim Mohan is seriously underrated for his influence on RPGs, IMHO and his work in making Dragon such an elite publication was remarkable. (I'm a big fan of the Moore Era as well; the decline for me came as TSR moved into 2nd edition, began ruining their covers with ad copy, increasingly became a house organ, etc)

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  7. Too bad I can't post the picture here because I took both parts, photocopied them, took them down to Kinko, and had them spiral bound with a cover that I drew myself (crudely done, though). I still have it.

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    1. I admire your industry, there. The closest we ever got as kids was sanding the green-sheen off a spiral notebook, kicking it around the street, and rubbing forest soil on it to grit-it-up with a tattery dogear and calling it "The Grand Adventure Tome" or some silly title dreamt by ten year olds. We might have logged thirty pages in that thing before someone's dog pissed on it. Oh well. I am glad yours survived!

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  8. Oh, an aside: I'm quite fond of this cover, apart from the patented Clyde Caldwell "thousand-yard stare" both of the characters exhibit.

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  9. “Before these articles, the planes all seemed like vague, featureless expanses that were hard to visualize, let alone use in play.”

    I don’t know. Granted the sketch of the hells was vague in MM, but I always thought this:

    “Malbolge is a black stone plane, filled with stinking vapors, smokes, fire pits, and huge caves and caverns. Maladomini is similar, but there will be found the moated castles of the malebranche and the great fortress of Baalzebul.”

    Was among the most evocative descriptions in all of the early D&D rule books. Even if not detailed, it did a great job stirring my imagination about what those particular realms looked like and how they might play out.

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  10. If I remember correctly, Ed Greenwood gave an explanation for Baalzebul's two layers in issue #91 of Dragon. Malbolge was originally ruled by Beherit, who was destroyed when he rebelled against Asmodeus. Malbolge was given to Baalzebul, to be administered by Moloch.

    The Heretic

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