Planescape Torment Codexery

Baator

Nine layers of law, fire, and perpetual scheming beneath the weight of a devil's word.

Baator

Baator, known as the Nine Hells, is the lawful evil outer plane of the Planescape setting and a recurring reference throughout Planescape: Torment. It is the domain of the devils—a rigidly hierarchical, contract-obsessed species who rule through law, hierarchy, and perpetual scheming. In the game, Baator is most directly relevant to the Nameless One's past: a binding deal struck with a devil is one of the central threads of the protagonist's forgotten history.

As a plane, Baator is not a single landscape but a descent through nine distinct layers, each governed by a different tier of the devil hierarchy. The environment is a physical expression of the plane's metaphysical nature: order imposed through suffering, ambition calcified into architecture, and ambition perpetually scheming against itself.

Type
Outer Plane (Lawful Evil)
Rulers
Devils (hierarchical, with Asmodeus at the apex)
Structure
Nine descending layers
In Planescape: Torment
Referenced as the source of the protagonist's binding devil deal
Affiliation
Lawful Evil; opposed to the Abyss (chaotic evil)
Key Mechanic Link
The Nameless One's past involves a contract with a devil from this plane

Lore & Background

In the cosmology of Planescape, Baator stands as the antithesis of the Abyss. Where demons embody chaotic destruction, devils embody structured malice. Their power is not raw force but the binding weight of a contract, the slow grind of hierarchy, and the certainty that every betrayal is recorded, catalogued, and eventually weaponised. The Nine Hells are not a paradise of evil; they are a bureaucracy of it, a machine in which every soul is both cog and fuel.

The devils' civilisation is built on the principle that order is worth any price. Each layer of Baator is governed by a lord or lordess whose domain reflects a particular facet of lawful evil: the hoarding of power, the weaponisation of law, the slow and exquisite torture of ambition. The architecture is deliberate, the streets are planned, and the suffering is administered with the precision of a court clerk. There is no chaos here—only the patient, grinding enforcement of a system in which the individual is perpetually subordinate to the structure above.

In Planescape: Torment, Baator's influence is felt through the Nameless One's past. The protagonist once entered into a binding arrangement with a devil, a deal whose terms and consequences shape the game's central mystery. The devils do not simply kill or enslave; they invest. They make a soul a partner, a debtor, a piece in a game that spans millennia. The Nameless One's connection to Baator is thus not one of simple corruption but of entanglement in a system that has already calculated the cost of their freedom.

In Their Own Story

The obsidian corridor stretched in both directions, its walls veined with rivers of molten iron that hissed and spat in the absolute silence. There was no wind here, no ambient sound—only the slow, rhythmic drip of cooling metal pooling on the flagstones. The Nameless One walked the way they had walked it before, in a life they could no longer remember, past the gilded gates of a tower whose spire was a single fused finger, still twitching. A clerk sat at a desk of compressed bone, stamping a ledger with a seal that left no ink, only a faint smell of ozone. "You are early," the clerk said, not looking up. "The contract does not specify a time. It specifies a cost." The Nameless One set their hand on the desk. The bone was warm. The clerk smiled with too many teeth and began to write.

Reader's Guide

Baator is structured as nine descending layers, each a self-contained domain governed by a different tier of the devil hierarchy. The upper layers are colder, more structured, and more architecturally refined—cities of black basalt and iron, streets laid in precise grids, towers that rise in deliberate, almost mathematical proportions. As one descends, the environment grows hotter, more oppressive, and the architecture shifts from ordered grandeur to something more brutal: walls of compressed slag, floors of cooling lava, and structures that seem less built than grown from the plane's own molten substrate.

The ruling philosophy is one of absolute hierarchical order. Every devil knows their place, every contract is binding, and every transgression is recorded. The environment reflects this: there is no wilderness, no unmarked territory. Every surface is claimed, every corridor is patrolled, every door is locked behind a hierarchy of authority. The metaphysical nature of the plane—lawful evil made manifest—means that the landscape itself enforces order. A soul that tries to flee does not simply get lost; it is funneled, channeled, and delivered back to the authority it sought to escape.

The devils' obsession with contracts and ambition is reflected in the architecture: towers that are also prisons, thrones that are also engines of compulsion, and vast halls where the only movement is the slow, grinding rotation of a mechanism that has been turning since the plane's creation. The environment does not merely house the devils; it is an extension of their will, a physical argument that order is the highest good and that suffering is the natural price of structure.

Did You Know?

More in Planar Realms & Locations

Elsewhere in the Planescape Torment universe

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →