<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.kurry.fi/viki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Depili</id>
	<title>Karriviki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.kurry.fi/viki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Depili"/>
	<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php/Special:Contributions/Depili"/>
	<updated>2026-06-05T22:55:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10136</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10136"/>
		<updated>2020-10-18T11:45:51Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Vault of the Drow; or Hired by Lolth&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
== Known portals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10129</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10129"/>
		<updated>2020-10-03T20:03:33Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
== Known portals ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10128</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10128"/>
		<updated>2020-10-03T20:02:29Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Legend of the Maeldur Et Kavurik */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Locations ==&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
== Organizations or concepts ==&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
== Adventure log ==&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
== Factions in detail ==&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== NPCs ===&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
== Crux and a murderous God ==&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
&lt;br /&gt;
==== Orcus aka Tenebrous aka The Unamed God ====&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
==== Kiaransalee ====&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
==== Maanzecorian (presumed dead) ====&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
==== Ghosts of Ranais ====&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
==== Mephit's message ====&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
==== Last words of a dying drow vampire ====&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
==== Inscription in the Last Spire in Pelion ====&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
=== Other clues ===&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maeldur Et Kavurik ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Maeldur Et Kavurik ===&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
== Disturbances in The Infinite Staircase ==&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
=== Oracle of Forgotten Night ===&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
=== Ever-Changing Order ===&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
== Magic on the Planes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
=== Spell keys ===&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10127</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10127"/>
		<updated>2020-10-03T19:59:19Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
# Deepest Pandemonium; or good deeds carry no rewards&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Orcus aka Tenebrous aka The Unamed God ===&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
=== Inscription in the Last Spire in Pelion ===&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
= Legend of the Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10126</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10126"/>
		<updated>2020-10-03T17:31:16Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Orcus aka Tenebrous aka The Unamed God ===&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
=== Inscription in the Last Spire in Pelion ===&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
= Legend of the Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10125</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10125"/>
		<updated>2020-10-03T17:25:28Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Gods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Orcus aka Tenebrous aka The Unamed God ===&lt;br /&gt;
Orcus is a very old demon. Like many of the most powerful demon lords who struggle for power in the Abyss, Orcus started his existence as a mortal on the Prime Plane. He was apparently a wicked spellcaster of some sort, most probably a priest to some dark deity. After his death, his soul, like the souls of all Chaotic Evil mortals, went to the Abyss and Orcus began his afterlife as a lowly larva.&lt;br /&gt;
&lt;br /&gt;
Orcus proceeded to climb through the demonic ranks in the next several thousand years, going from larva to mane, from mane to dretch, from dretch to rutterkin, from rutterkin to vrock, from vrock to glabrezu, from glabrezu to nalfeshnee and eventually a balor. From there, he ascended to the rank of demon lord, becoming the Prince of the Undead and ruling the layer of Thanatos, the Belly of Death. Even though there are other demon lords aspiring to the title of &amp;quot;Prince of the Undead&amp;quot;, Orcus' claim to the title has gone unchallenged for the most part. Ever hungry for more power, Orcus wanted to be recognzied as &amp;quot;Prince of Demons&amp;quot;, a title held by Demogorgon and coveted also by Graz'zt. As a result, he became the arch-enemy of both demon lords. In time, Orcus also achieved true godhood.&lt;br /&gt;
&lt;br /&gt;
However, shortly after his divine ascension, Orcus was slain by the drow demi-goddess Kiaransalee, who took over rulership of Orcus' layer of the Abyss and locked his wand away in the last layer of Pandemonium. Kiaransalee decreed that Orcus's name be erased from all existence.&lt;br /&gt;
&lt;br /&gt;
A peculiar combination of events thwarted Kiaransalee's plans. Acererak's tampering with the nature of the Negative Energy Plane, the last prayers of Quah-Nomag, and the unexpected awakening of some of the sleepers of the demiplane of Moil combined to cause the spirit of Orcus to be reanimated as an undead god. Renaming himself Tenebrous in order to help obscure himself from his enemies, Orcus traveled to ruins buried in the sands of Pelion. There, he discovered the Last Word, an utterance so powerful that it can destroy deities. The Last Word will also eventually kill those who know it unless the being is a true deity. Thus, to restore his lost divinity, Orcus went in search of his wand. During his search, Orcus killed several gods and other powerful entities, including Bwimb, Primus, and Maanzecorian. Orcus' efforts were stymied by a group of adventurers&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
=== Inscription in the Last Spire in Pelion ===&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
= Legend of the Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10111</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10111"/>
		<updated>2020-09-12T12:57:43Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Dennis Reinhardt = */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cleomestran järjestelmä ==&lt;br /&gt;
&lt;br /&gt;
'''Theano''', F0 tyypin tähti&lt;br /&gt;
&lt;br /&gt;
'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
&lt;br /&gt;
'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
&lt;br /&gt;
Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
&lt;br /&gt;
'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
&lt;br /&gt;
'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
&lt;br /&gt;
'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
&lt;br /&gt;
'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&lt;br /&gt;
'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
&lt;br /&gt;
'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crino ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Ratapoikkeama || 0.09&lt;br /&gt;
|-&lt;br /&gt;
| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
|-&lt;br /&gt;
| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
|-&lt;br /&gt;
| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
|-&lt;br /&gt;
| Säde navoilla || 5917 km&lt;br /&gt;
|-&lt;br /&gt;
| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
|-&lt;br /&gt;
| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
|-&lt;br /&gt;
| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
|-&lt;br /&gt;
| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Kuu===&lt;br /&gt;
&lt;br /&gt;
Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
&lt;br /&gt;
===Renkaat===&lt;br /&gt;
&lt;br /&gt;
Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
&lt;br /&gt;
===Ilmakehä===&lt;br /&gt;
&lt;br /&gt;
Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
&lt;br /&gt;
===Vesikehä===&lt;br /&gt;
&lt;br /&gt;
Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
&lt;br /&gt;
==Biomi==&lt;br /&gt;
&lt;br /&gt;
[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
&lt;br /&gt;
Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whitenkäpy===&lt;br /&gt;
&lt;br /&gt;
Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
&lt;br /&gt;
Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
&lt;br /&gt;
Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
&lt;br /&gt;
*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mikrofloora===&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
&lt;br /&gt;
====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Geologiset anomaliat ===&lt;br /&gt;
&lt;br /&gt;
[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ongelmat ==&lt;br /&gt;
&lt;br /&gt;
*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Siirtokunta ==&lt;br /&gt;
&lt;br /&gt;
[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
&lt;br /&gt;
Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
&lt;br /&gt;
Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kylä ===&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan suurin asutus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Kylässä asuu 202 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
&lt;br /&gt;
[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
&lt;br /&gt;
Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Snail Oil Co. =====&lt;br /&gt;
&lt;br /&gt;
[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
&lt;br /&gt;
Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatsidoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Työllistää Wen Yun lisäksi kuusi muuta työntekijää, mukaan lukien kaksi vartijaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Säänpuolen rannikko ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crinosaaret ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 66 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
&lt;br /&gt;
* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Petya Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt ====&lt;br /&gt;
[[File:Dennis_Reinhardt.jpg|400px]]&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* Paennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Expanse]] &amp;lt;br/&amp;gt;[[Category:Kampanjat]] &amp;lt;br/&amp;gt;[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=File:Dennis_Reinhardt.jpg&amp;diff=10110</id>
		<title>File:Dennis Reinhardt.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=File:Dennis_Reinhardt.jpg&amp;diff=10110"/>
		<updated>2020-09-12T12:57:32Z</updated>

		<summary type="html">&lt;p&gt;Depili: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10109</id>
		<title>Crino Gate (Expanse)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Crino_Gate_(Expanse)&amp;diff=10109"/>
		<updated>2020-09-12T10:17:06Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Pelaajahahmot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Crinogate.jpg|400px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
''6 Artikla: Valtakirjan lunastajalla on hallinta- ja omistusoikeus kaikkiin valtauksiin, jotka on tehty valtakirjassa tarkoitetussa tutkimustehtävässä Neptunuksen aphelin toisella puolen ja joiden kohteen periheli ei ole Neptunuksen radan sisäpuolella.''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~YK:n kansallistaman Mao-Kwikowskin trans-neptuniaanisen tutkimusosaston valtakirja numero 7''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Meidän tarkoituksenamme ei ole mikään vähäisempi, kuin itsenäisen ja taloudellisesti omavaraisen siirtokunnan perustaminen. Omavaraisuus kaikkein tärkeimpien elinedellytysten -hapen, veden, energian ja ruuan- suhteen on tarkoitus saavuttaa vuodessa. Täydellinen taloudellinen omavaraisuus on tarkoitus saavuttaa asteittain kahden vuosikymmenen kuluessa. Tavoitteenasettelu on kunnianhimoinen ja rohkea, mutta emme tyydy vain siihen. Suunnitelmanamme on saavuttaa tämä kaikki yksityisten ihmisten antaumuksella ja pelottomalla työllä. Ilman YK:n, Marsin tai suuryritysten rahoitusta, tukea tai edes hyväksyntää. Avaruus on avoin otettavaksi, ottakaamme siis se!''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''~Ariadne-kollektiivin nimissä julkaistu tiedonanto'' &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cleomestran järjestelmä ==&lt;br /&gt;
&lt;br /&gt;
'''Theano''', F0 tyypin tähti&lt;br /&gt;
&lt;br /&gt;
'''Antenor''', kaasujättiläinen 0.4 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä vedestä. &lt;br /&gt;
&lt;br /&gt;
'''Archelochus''', kaasujättiläinen 0.7 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä hiilidioksidista.&lt;br /&gt;
&lt;br /&gt;
Asteroidivyö 1.0 AU etäisyydellä, kääpiöplaneetat '''Iphidamas''', '''Laodamas''', '''Demoleon''' ja '''Eurymachus'''&lt;br /&gt;
&lt;br /&gt;
'''Acamas''', kiviplaneetta 1.6 AU etäisyydellä. Ammoniakki ja hiilidioksidi ilmakehä.&lt;br /&gt;
&lt;br /&gt;
'''Crino''', kiviplaneetta 2.8 AU etäisyydellä. Typpi-happi ilmakehä, nestemäistä vettä ja elämää. Yksi pieni kuu ja rengasjärjestelmä kiertoradalla.&lt;br /&gt;
&lt;br /&gt;
'''Glaucus''', jääjättiläinen 5.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista, typpioksidista ja vetysulfaatista.&lt;br /&gt;
&lt;br /&gt;
'''Helicaeon''', kivijättiläinen 10 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Laodocus''', kivijättiläinen 19.6 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&lt;br /&gt;
'''Cynon''', jääjättiläinen 38.8 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä kloorista.&lt;br /&gt;
&lt;br /&gt;
'''Polybus''', jääjättiläinen 77.2 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä typpioksidista.&lt;br /&gt;
&lt;br /&gt;
'''Agenor''', jääjättiläinen 154 AU etäisyydellä. Vety-helium ilmakehä, jossa jälkiä argonista.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crino ==&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_landing_from_space.png|400px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Ratapoikkeama || 0.09&lt;br /&gt;
|-&lt;br /&gt;
| Kiertoaika	 || 1354.15 d (Terra), 1303,32 d (Crino)&lt;br /&gt;
|-&lt;br /&gt;
| Pyörähdysaika || 1.039 (24 h 56 min 9 s)&lt;br /&gt;
|-&lt;br /&gt;
| Radan inklinaatio || 5.9 astetta Theanon päiväntasaajasta&lt;br /&gt;
|-&lt;br /&gt;
| Akselipoikkeama || 24.5 astetta&lt;br /&gt;
|-&lt;br /&gt;
| Satellliitit	 || Yksi kuu (Hypermnestra), jää- ja pölyrengas kiertoradalla&lt;br /&gt;
|-&lt;br /&gt;
| Säde ekvaattorilla || 5946 km&lt;br /&gt;
|-&lt;br /&gt;
| Säde navoilla || 5917 km&lt;br /&gt;
|-&lt;br /&gt;
| Keskitiheys	 || 4.89 grammaa per kuutiosentti&lt;br /&gt;
|-&lt;br /&gt;
| Painovoima || 0,413 g (4,05 m/s2)&lt;br /&gt;
|-&lt;br /&gt;
| Pintalämpötila || 181 K (min), 333 K (max), 291 K (keskimääräinen)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmanpaine || 0.96 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Ilmakehän koostumus || 77.41 % typpeä, 21.38 % happea, 1.3 % vettä, 1.04 % argonia, 0.39 % hiilidioksidia&lt;br /&gt;
|-&lt;br /&gt;
| Happipaine || 0.979 atm (pinnalla)&lt;br /&gt;
|-&lt;br /&gt;
| Nestemäisen veden peittävyys || 52 % pinnasta&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Kuu===&lt;br /&gt;
&lt;br /&gt;
Crinon ainoa kuu, Hypermnestra, on noin 1500 kilometriä läpimitaltaan ja kiertää Crinoa noin 200 000 kilometrin päässä. Kuu koostuu pääsääntöisesti kivestä (25% massasta ja vesijäästä (75%). Sen painovoima on 0,027 G.&lt;br /&gt;
&lt;br /&gt;
===Renkaat===&lt;br /&gt;
&lt;br /&gt;
Crinon renkaat sijaitsevat 1200 - 10 000 kilometrin korkeudella planeetan päiväntasaajasta. Renkaat koostuvat pääosin jäätyneestä vedestä muodostuneista lohkareita, jossa on pieniä toliinipitoisuuksia. Jääkimpaleiden pinnalle on tomua, jossa on noin 7% hiiltä.&lt;br /&gt;
&lt;br /&gt;
===Ilmakehä===&lt;br /&gt;
&lt;br /&gt;
Varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja.&lt;br /&gt;
&lt;br /&gt;
===Vesikehä===&lt;br /&gt;
&lt;br /&gt;
Vesikehä on varsin puhdas, vaarattoman matalia pitoisuuksia toksisia kemikaaleja. Sadevesi puhtaampaa kuin Maassa on koskaan ollut. Crinon biosfäärissä on huomattavasti tavanomaista suurempia määriä hapen raskaampia (17O ja 18O) isotooppeja veteen sitoutuneen. Planeetan pinnasta 48% on kohtalaisen matalien merien peitossa.&lt;br /&gt;
&lt;br /&gt;
==Biomi==&lt;br /&gt;
&lt;br /&gt;
[[File:Sienipuun_taimi.jpeg|300px|thumb|right|Jättiläiskäpy taimivaiheessa]]&lt;br /&gt;
&lt;br /&gt;
Paikallinen elämä muodostuu aminohapoista, &amp;quot;RNA&amp;quot;:sta ja proteiineista, mutta ne ovat väärän puoleisesti kiraalisia. Toistaiseksi kaikki tutkittu elämä Crinolla on osoittautunut kiraalisesti peilikuvaksi maan vastaavista rakenteista. Crinon sokerit ovat vasenkätisiä, aminohapot oikeakätisiä ja RNA molekyylit kiertyvät vasemmalle. Tämä aiheuttaa lukuisia erikoisuuksia.&lt;br /&gt;
*Crinolaiset sokerit ja proteiinit eivät kelpaa maaperäisen elämän ravinnoksi ja menevät ruuansulatuksen läpi sulamatta.&lt;br /&gt;
*Crinolaiset rasvat ja kaikki Crinolla kasvatettu sisältää todella erikoisia makuja, joita ei käytännössä ikinä maista ruuassa muutoin.&lt;br /&gt;
*Monet eloperäiset yhdisteet reagoivat eri tavalla ja heikommin maaperäisen elämän kanssa.&lt;br /&gt;
*Mikrobit kykenevät elämään ihmiskudoksen pinnalla, mutta eivät saa ravintoa siitä. Crinon virukset eivät kykene lisääntymään ihmisten soluissa.&lt;br /&gt;
*Vaatii lisätutkimuksia&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Tynnyrikävyt&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
Tynnyrikävyt ovat tynnyrin muotoon kasvavien sieniä, jotka varastoivat vettä sisäänsä. Niiden sisälle muodostuu yksinkertainen ekosysteemi levämäisestä kasvustosta, jonka kasvua tynnyrikäpy ruokkii varastoimallaan vedellä, sekä kalliosta juurillaan irrottamilla ravinteilla. Primitiivisimmissä tynnyrikävyissä sieni käyttää ravinteenaan kuolleen levän sisältämiä sokereita, sekä levässä elävien hyönteisten jätteitä ja kuolleita hyönteisiä. Monimutkaisemmissa lajeissa tynnyrin sisällä saattaa elää useita kasvilajeja, jotka ovat vuorovaikutuksessa tynnyrin ulkopinnalla ja juuriston päälle muodostuneessa hedelmällisessä maaperässä elävien kasvien ja hyönteisten kanssa. Isoimmat lajit kasvavat kymmeniä metrejä korkeiksi.&lt;br /&gt;
*Kovat suomut&lt;br /&gt;
*Suomut avautuvat yöksi paljastaen pehmeät leväliuskat, kun sieni hengittää viilentäen itseään ja imien ilmasta uutta kosteutta ja hiilidioksia.&lt;br /&gt;
*Saattavat levittää keskiöillä &amp;quot;höttöä&amp;quot;&lt;br /&gt;
*Pehmeä ydin&lt;br /&gt;
*Ulkokuori on yleensä kova ja kuumuutta kestävä, sisäkuori taas lämpöä ja vettä sisällään pitävä&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Whitenkäpy===&lt;br /&gt;
&lt;br /&gt;
Ensimmäinen Crinolta löydetty tynnyrikäpy, joka tuottaa etanolia. Kyseessä on melko primitiivinen tynnyrikävyn muoto, joka kasvaa suurimmillaan noin kahden metrin läpimittaiseksi ja korkeintaan kymmenen metriä korkeaksi. Tavanomainen Whitenkäpy on noin metrin läpimittainen ja viisi metriä korkea. Whitenkävyn sisällä elää sokeripitoista sinistä levää, jonka sokereiden energiaa käpy käyttää. Se varastoi ylimääräisen ravinnon etanolina sisällään olevaan veteen, jossa levä elää. Etanoli estää levää leviämästä kävyn pehmeisiin sisäelimiin ja käpy pystyy tarvittaessa käyttämään sitä myös vararavintona. Whitenkävyistä voidaan keväällä valuttaa poraamalla vesi-etanoli liuosta, jossa on noin 3% etanolia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Takasiipilinnut&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
[[File:Takasiipilintu.jpeg|300px|thumb|left|Sininen takasiipilintu, joita näkee jatkuvasti Kylän alueella]]&lt;br /&gt;
&lt;br /&gt;
Takasiipiinnut ovat kuusiraajaisia tasalämpöisiä olentoja, jotka ovat geneettisesti sukua imurikaloille. Niitä on kymmeniä tunnistettuja lajeja ja nee ovat merien ulkopuolella ravintoketjun huipulla syöden lajista riippuen kasveja, sientä, hyönteisiä, kaloja ja toisia lintuja.&lt;br /&gt;
*Pitkänomainen keho&lt;br /&gt;
*Kaksi paria siipiä, joista suuremmat takapäässä&lt;br /&gt;
*Sirittävät ja kehräävät kuin kissasirkat&lt;br /&gt;
*Kaksinkertainen nokka&lt;br /&gt;
*Joillain kolminkertainen nokka&lt;br /&gt;
*Pari silmiä pään ylä- tai alapuolella&lt;br /&gt;
*Osalla neljä silmää&lt;br /&gt;
*Madonkaltainen putkimainen ruoansulatus&lt;br /&gt;
*Hermosto verkkona ruoansulatuksen ympärillä&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Hyönteiset&amp;quot; ===&lt;br /&gt;
[[File:Petokuoriainen.jpeg|300px|thumb|right|Punainen petokuoriainen on hyvin yleinen hyönteislaji]]&lt;br /&gt;
Crinon kuivan maan ekosysteemissä erilainen hyönteisen asettuvat ravintoketjussa kasvien ja sienien, sekä lintujen väliin. Hyönteiset käyttävät ravinnokseen kasveja, sieniä ja toisia hyönteisiä. Hyönteisiä taas syövät monet linnut, sekä osa sienistä. Monet hyönteislajit ovat opportunistisien sekasyöjiä. Esimerkiksi petokuoriaiset syövät pienempien hyönteisten kasvien ja sienten kovempia osia. Ne muun muassa hajottavat kuolleiden sienien runkoja.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Merimehiläiset&amp;quot; aka &amp;quot;Purkajat&amp;quot;====&lt;br /&gt;
[[File:Disassembler_01.jpg|300px|thumb|left|&amp;quot;Purkajat&amp;quot; eli &amp;quot;merimehiläiset&amp;quot; ovat]]&lt;br /&gt;
Merimehiläiset havaittiin ensimmäisen kerran ensimmäisen vuoden alkukesästä, kun lukuisia niiden renkaanmuotoisia, kelluvia pesiä ajautui aaltojen mukana avomereltä Kylän läheiseen rantaan. Vaikka merimehiläiset, tai purkajat, saapuivatkin mereltä ne eivät tunnu pitävän merivedestä ja tuntuvat välttävän sitä. Pian parvien purkauduttua ulos kelluvista pesistään ne suuntasivat sisämaahan ja alkoivat perustaa uusia pesiä kuivalle maalle. Pesinä merimehiläiset suosivat laajoja, onttoja tiloja, joiden läheisyydessä on paljon kasvillisuutta. Esimerkiksi useat käpypuulajit ovat sopivia pesän paikkoja. Parvet keräävät kasvi- ja eläinmateriaalia laajalta alueelta, purkavat saaliinsa ja lajittelevat ne pinoihin. Esimerkiksi parven saaliiksi joutuneet kotilot saatetaan pilkkoa ja lajitella niin, että päät, tuntosarvet, ruumiit ja kotilon kuoret kerätään erillisiin pinoihin. On epäselvää miksi parvet toimivat näin.&lt;br /&gt;
&lt;br /&gt;
Yksittäinen merimehiläinen vaihtelee pituudeltaan kahden ja viiden senttimetrin välillä. Parvissa on useita eri tyyppisiä ja ilmeisesti eri tehtäviin erikoistuneita yksilöitä, jotka eroavat toisistaan koon, värityksen, siipien muodon ja pituuden, sekä tuntosarvien ja pistimien määrän ja koon mukaan. Merimehiläisten pistimissä oleva myrkky sisältää akiraalisia osia, jotka ovat suurissa määrin myrkyllistä myös ihmisille. Valitettavasti myrkyn kipua aiheuttavat ainesosat ovat ihmisille vastakkaista kiraalisuutta eivätkä aiheuta varoittavaa kipureaktiota, näin ollen ihminen saattaa epähuomiossa olla reagoimatta ensimmäisiin varoittaviin pistoihin, joka puolestaan saattaa kiihdyttää mehiläiset pistämään uudestaan ja uudestaan. Crinolaisen meripiilevän hajun on havaittu karkoittavan merimehiläisiä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Kalat&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
Kuusiraajaisia, tai oikeammin kuusieväisiä, matomaisia kala-analogeja, jotka ovat vesistöjen ja merien hallitseva eläintyyppi.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== &amp;quot;Imurikalat&amp;quot; ====&lt;br /&gt;
[[File:Imurikala.jpeg|300px|thumb|left|Rannoilla ja rantavedessä yleinen imurikala]]&lt;br /&gt;
*Mutaa suodattavia eläimiä&lt;br /&gt;
*Yhden sisältä löytyi kultahippu&lt;br /&gt;
*Amfibisia? Kykenevät hengittämään vedessä ja ilmassa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Kuorikalat&amp;quot; ====&lt;br /&gt;
[[File:Panssarihauki.jpeg|300px|thumb|right|Syvemmän meren panssarihauki]]&lt;br /&gt;
*Kaikkiruokainen peto&lt;br /&gt;
*Kovakuorinen&lt;br /&gt;
*Ei hengitä ilmaa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== &amp;quot;Jättiläiskalat&amp;quot; ====&lt;br /&gt;
*Kymmenmetrinen petokala&lt;br /&gt;
*Ei välitä veneistä&lt;br /&gt;
*Pyydystää pienempiä kaloja&lt;br /&gt;
*Samantyyppinen päänmuoto kuin &amp;quot;haukikalalla&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Merivuokot&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
[[File:Merivuokko.jpeg|300px|thumb|left|Ankkuririhmoja perässään raahaavia merivuokkoja on kaiken kokoisia, mutta suurimmat ovat jopa kymmenen metriä läpimitaltaan]]&lt;br /&gt;
&lt;br /&gt;
*Kymmenmetrisiä vapaasti uivia merivuokon näköisiä eliöitä&lt;br /&gt;
*Raahaa perässään jotain rihmaa&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mikrofloora===&lt;br /&gt;
&lt;br /&gt;
==== &amp;quot;Ihmishakuinen meripiilevä&amp;quot; ====&lt;br /&gt;
*Paikallisia erityisesti suolaisissa vesissä asuvia piileviä, jotka alkavat kasvaa ihmisten iholla ja hiuksissa&lt;br /&gt;
*Sinivihreitä&lt;br /&gt;
*Öljyisen tuntuisia&lt;br /&gt;
*Helposti pois pestävissä&lt;br /&gt;
*Yhteyttävät ja erittävät pienissä määrin esketamiinia&lt;br /&gt;
&lt;br /&gt;
====Piilevät====&lt;br /&gt;
Merissä elävät piilevät ovat planeetan yksi tärkeimpiä ja laajimmalle levinneitä primaarituottajamikrobeja. Ne saavat ravintonsa vesistöihin huuhtoutuvasta maaperästä, auringonvalosta ja hiilidioksidista. Piilevät tuottavat veteen limaa UV-säteilylle altistuessaan.&lt;br /&gt;
*Limassa on mukana joitain suurempia säikeitä&lt;br /&gt;
*Lima tukkii vedensuodattimet&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Geologiset anomaliat ===&lt;br /&gt;
&lt;br /&gt;
[[File:Labyrintti_aamulla.jpeg|300px|thumb|right|Sisältään labyrinttimäiset geologiset anomaliat kohoavat suoraan peruskalliosta kätkien sisäänsä monimutkaisen ekosysteemin]]&lt;br /&gt;
*Kukkula, joka muodostuu erilaisesta kivimateriaalista kuin sen ympäristö&lt;br /&gt;
**Kiven sijasta koko kukkula on sientä&lt;br /&gt;
**Sienet ovat erilaistuneet, mutta ovat samaa lajia&lt;br /&gt;
**Rakenteet ovat komposiitteja ja erikoistuneita kuin elimet&lt;br /&gt;
**Rakenne on itsekorjautuva&lt;br /&gt;
*Magneettinen anomalia&lt;br /&gt;
*Valuvasta kivestä tehdyt laipiot&lt;br /&gt;
*100 m leveät, 300 m korkeat tornit&lt;br /&gt;
**Tornit ovat mäen &amp;quot;poikasia&amp;quot;&lt;br /&gt;
*Sisätiloissa kivistä tippaleipää ja miljoonittain valaisevia piikkejä, joiden ympärillä kasvaa kasveja&lt;br /&gt;
**Piikit ovat orgaanisesti syntyneitä valokuituja, joissa on UV-filtteri&lt;br /&gt;
*Koko kukkula rakenteineen muistuttaa valtavaa organismia, kuten koralliriuttaa&lt;br /&gt;
*Illan tullen kukkulan tunneleista tulee ulos valtavasti lintuja ja ilmavirta&lt;br /&gt;
**Ilmavirran mukana liikkuu etanolimolekyylejä&lt;br /&gt;
**Kukkula nimetään &amp;quot;Viinamäeksi&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Ongelmat ==&lt;br /&gt;
&lt;br /&gt;
*Vedensuodattimet tukkeutuvat limasta&lt;br /&gt;
**Siirtokunnan yhteinen vesivarasto filtteröidään&lt;br /&gt;
*Härmäsieni on levinnyt kaikkiin viherseinien mansikoihin&lt;br /&gt;
**Sen hävittäminen vaatii vaivaa&lt;br /&gt;
**Tämä mansikkasato on menetetty&lt;br /&gt;
*Siirtokuntalaisista lähes kaikilla on jatkuva lääkitys&lt;br /&gt;
**Henkilökohtaiset lääkevarastot loppuvat 6-12 kk päästä&lt;br /&gt;
*Siirtokuntalaiset tarvitsevat ruoan lähteen&lt;br /&gt;
**Suljetut kasvihuoneet&lt;br /&gt;
**Ulkoviljelmät&lt;br /&gt;
***Peltojen toimintaan saaminen vaatii viisi vuotta työtä.&lt;br /&gt;
**Rasvakotiloiden kalastus&lt;br /&gt;
**Allarcadian perheen leväfarmi tuottaa suuria määriä levää&lt;br /&gt;
***Levänviljely tarvitsee valtavasti rautaa hivenaineeksi&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Siirtokunta ==&lt;br /&gt;
&lt;br /&gt;
[[File:Laskeutuminen.jpeg|400px|thumb|left|Maasto Kylän alueella on jyrkkäpiirteistä ja siellä täällä kasvaa valtavia jättiläiskäpyjä]]&lt;br /&gt;
&lt;br /&gt;
Siirtokunta on jakautunut kolmeen asutukseen, jotka kaikki sijaitsevat meren rannalla. Suurin asutuksista on Kylä, joka on rakennettu alkuperäisen, ensimmäisenä valitun laskeutumispaikan ympärille. Kylästä käsin on tutkittu lähimaastoa runsaasti ja lähiympäristö on täynnä vakiintuneita mönkijäuria, joita on käytetty teollisuuden tarpeisiin. Itse Kylä on hyvin tiivisti rakennettu, mutta asutus on levinnyt pienempien viljelyksien ja teollisuuden myötä usean kilometrin säteelle itse Kylästä.&lt;br /&gt;
&lt;br /&gt;
Toisella puolen Ensimmäisen Laskeutumisen Niemeä sijaitsee Whiten perheen karjatila. Tätä aluetta kutsutaan Säänpuolen Rannikoksi tai lyhyesti Säänpuoleksi, koska tuulet puhaltavat tyypillisesti juuri lännestä niemen yli itään, eli iskeytyvät ensimmäisenä juuri Säänpuolen Rannikolle. Tällä alueella asutusta on hyvin vähän, mutta laakea ylätasanko on monilta osin raivattu polttamalla ja sinne on istutettu niittykasveja Whiten maitokarjaa varten.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kylä ===&lt;br /&gt;
&lt;br /&gt;
[[File:Crino_First_Landing_E06.jpg|600px|thumb|right|Kartta Kylän lähialueista]]&lt;br /&gt;
&lt;br /&gt;
Siirtokunnan suurin asutus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Kyl.C3.A4|Kylän asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Kylässä asuu 202 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Kylä on sähkön suhteen omavarainen. Kylä tuottaa sähköä aurinkopaneeleilla ja pienillä fuusiovoimaloilla.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* 49 asuin- ja kasvihuonekäytössä olevaa laskeutujaa. &lt;br /&gt;
* Viisi puolisuljettua kasvihallia.&lt;br /&gt;
* Kallioon kaivettuja vesisäiliöitä.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
===== Ariadne Plants &amp;amp; Water =====&lt;br /&gt;
&lt;br /&gt;
[[File:Plants_&amp;amp;_Water_Greenhouse.jpg|200px|thumb|right|Ariadne Plants &amp;amp; Water kasvihuone]]&lt;br /&gt;
&lt;br /&gt;
Ariadne kollektiivin kasvihuoneet tuottavat erilaisten ruokakasvien lisäksi kaiken kylän käyttämän puhtaan veden. Ruokakasvien teoreettinen vuosituontanto on 150 tonnia. Kasvihuoneet toimivat samalla vedenkeräiminä ja puhdistimina, tuottaen suurimman osan Kylän käyttövedestä. Ruokakasveina tuotetaan muun muassa tomaatteja, retiisejä, nauriita, pinaattia, porkkanoita, kurkkuja, kaalia ja papuja. Viljelykierron kesto on kasvista riippuen kolmesta kuuteen viikkoa. Jokaisen sadonkorjuun yhteydessä kerätään noin 12-14 tonnia vihanneksia ja juureksia.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Snail Oil Co. =====&lt;br /&gt;
&lt;br /&gt;
[[File:Snake_Oil_Company_HQ.jpg|200px|thumb|left|Snail Oil Co. pääkonttori]]&lt;br /&gt;
&lt;br /&gt;
Bret Kentin ja Andrei Fedorovin omistama rantakotiloiden puristuslaitos tuottaa &amp;quot;etanaöljyä&amp;quot; ja &amp;quot;valkoista kotilovoita&amp;quot;. Omistajien lisäksi yritys työllistää kaksi työntekijää. Etanaöljyn ja kotilovoin sivutuotteena syntyy murskatuista kotilonkuorista tehtyä kalkkipitoista lannoitetta, sekä kotilomassasta keitettyä liimaa. Tämän hetken teoreettinen käsittelykapasiteetti on 60 tonnia etanoita ja kalaa vuodessa, josta saadaan noin 20 tonnia luuta ja kuorijauhetta, 4 tonnia tuhkaa, 1200 kiloa kotilovoita ja 800 litraa liimaa. &lt;br /&gt;
&lt;br /&gt;
Kesän aikana etanat vetäytyvät syvempään ja viileämpään meriveteen, jossa yhteydessä Snail Oil Co. aloitti pintaplanktonia laiduntavien panssarikalojen harpuunoimisen. Panssarikaloista saadaan hiukan etanoiden lailla prosessoitua rasvaista öljyä ja liimaa, jonka lisäksi niiden luinen ulkoranka voidaan jauhaa lannoitteeksi tai käyttää materiaalina  muilla tavoin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Beratna Lumber Co.=====&lt;br /&gt;
&lt;br /&gt;
Petya Aboahin ja Andrei Fedorovin perustama rakennusyritys, joka tuottaa tynnyrikävyistä sahattuja rakennuselementtejä ja valmiita rakennusratkaisuja asuintaloiksi ja liiketiloiksi. Tuotteina ovat muun muassa puolitetuista tynnyrikävystä tehtävät seinäelementit, tynnyrikäpyjen suomuista kootut paanukatot ja tynnyrikävyistä sahatut laudat ja rimat, sekä rimoista tehty liimalevy. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====B(arber) &amp;amp; B(ooze)=====&lt;br /&gt;
&lt;br /&gt;
Dawa Sin on perustanut baarin viereen parturinliikkeen, joka myös toimittaa baarin tarpeisiin Viinamäen etanolipitoisesta kastevedestä tislattua &amp;quot;Viinamäen Henkäystä&amp;quot;. Työllistää Dawa Sinin lisäksi myös Mackie Tom -nimisen nuoren beltterinaisen.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Zuí Hâo Steel &amp;amp; Concrete=====&lt;br /&gt;
&lt;br /&gt;
Wen Yu on perustanut noin seitsemän kilometrin päässä kylästä sijaitsevalle rinneharjanteelle rautakaivoksen, jonka yhteydessä oleva pitkälle automatsidoitu metallivalmistamo pystyy valmistamaan mekaanisia teräsosia valamalla, 3D tulostuksella ja jyrsimillä joko kierrätetystä metallista tai malmista. Työllistää Wen Yun lisäksi kuusi muuta työntekijää, mukaan lukien kaksi vartijaa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Palvelut ====&lt;br /&gt;
&lt;br /&gt;
* Avaruusalusten laskeutumispaikka (Ariadne kollektiivi)&lt;br /&gt;
* CrinoNet (Ariadne kollektiivi)&lt;br /&gt;
* Lääkäri (Godiva Honda)&lt;br /&gt;
* Bionäytteiden laboratorio (Palkokasviosuuskunta)&lt;br /&gt;
* Baari (Beratna Lumber)&lt;br /&gt;
* Parturi (Dawa Sin)&lt;br /&gt;
* Lasipaja&lt;br /&gt;
* Tori&lt;br /&gt;
&lt;br /&gt;
==== Talous ====&lt;br /&gt;
Kylään on luotu alustava talousjärjestelmä, joka perustuu yhteisöllisyyden ja työn periaatteille. On olemassa yhteistä omaisuutta, kuten suurin osa tuotetusta ruoasta ja esimerkiksi vesi, CrinoNet, rakennustarvikkeet ja sähkö, jota yhteisö saa vuokraamastaan Wen Yun fuusiovoimalasta. Koska on yhteisiä resursseja, on myös yhteisöä tukevaa työtä, esimerkiksi edellämainittujen resurssien hankkiminen kuten työskentely kasvihuoneissa, sähköverkon ylläpito ja sellaisten yleishyödyllisten yritysten kuten Snake Oil Co. ja Beratna Lumber Co. eteen tehty työ. Tällaisesta yhteisön töistä maksetaan palkaksi ”Papupisteiksi” eli yksinkertaisesti pavuksi kutsuttua virtuaalivaluuttaa, joka toimii kylän sisällä vaihdon välineenä. Henkilöt, jotka eivät tee yhteisön töitä, voivat hankkia papua vaihtamalla oman työnsä hedelmiä yhteisölle. Järjestelmää on tarkoitus laajentaa.&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Kahden neliökilometrin laajuisen alueen &amp;quot;puhdistaminen&amp;quot; paikallisesta maaperästä uuden viljelysmaan maankaltaistamiseksi mikrobitasolta lähtien. Projektin vaatima työvoima on tällä hetkellä noin 20 henkeä ja ennustettu toteutumisaikataulu viisi vuotta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Säänpuolen rannikko ===&lt;br /&gt;
&lt;br /&gt;
[[File:Ylänkömetsä.jpeg|400px|thumb|left|Säänpuolen rannikon ylängöllä käpymetsät ovat tiheämpiä ja käpylajit ovat erilaisia]]&lt;br /&gt;
&lt;br /&gt;
Whiten perhe valitsi paikan sen poikkeuksellisen tasaisen maaperän ja korkeuden takia. Heidän arvionsa mukaan alue sopii ruohon kasvattamiseen liha- ja maitokarjaa varten.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#S.C3.A4.C3.A4npuolen_rannikko|Säänpuolen asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen rannikolla asuu 24 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Säänpuolen karjatila tuottaa tarvitsemansa sähkön aurinkopaneeleilla ja tuulivoimalalla.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
* Kaksi kasvihuoneina käytettävää laskeutujaa, karjasuoja ja Viinamäen tilan päärakennus.&lt;br /&gt;
* Kosteusansat&lt;br /&gt;
* Kallioon kaivettu vesisäiliö.&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
Tilan lehmät tuottavat maitoa. Teoreettinen vuosituotanto on 21 000 litraa maitoa. Lisäksi tilalla tehdään &amp;quot;Viinamäen Käpykiljua&amp;quot; paikallisesta jäkälälajista Kylän tarpeisiin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Käynnissä olevat projektit ====&lt;br /&gt;
&lt;br /&gt;
Teknologianvaihto Crinosaarten ja Säänpuolen rannikon välillä. Maankaltaistettujen laitumien raivaaminen ylängölle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Crinosaaret ===&lt;br /&gt;
&lt;br /&gt;
[[File:Rantahietikko.jpeg|400px|thumb|left|Crinosaarilla riittää hiekkarantaa. Yksittäisiä käpyjä kasvaa jäkälätilkkujen seassa jopa rantahiekasta]]&lt;br /&gt;
&lt;br /&gt;
Crinosaarille ei alunperin ollut edes tarkoitus laskeutua. Ensimmäisen laskeutumisen yhteydessä Allarcadian perheen laskeutuja harhautui pahasti kurssistaan ja putosi Crinosaarten rantaveteen. Perheen suunnitelmissa oli alunperinkin aloittaa levänviljely ja tuottaa viljelmien tarvitsema energia tuulivoimaloilla. Ranta sopi loistavasti molempiin tarkoituksiin, joten Allarcadian perhe päätti jäädä asumaan alueelle. Kaksi kuukautta myöhemmin Utopiasiirtolaisten Cézar Pinheiro päätti siirtää koko ryhmänsä Crinosaarille turvaan &amp;quot;Kylän moraalittomilta houkutuksilta&amp;quot;.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Crinon_asukkaat_(Expanse)#Crinosaaret|Crinosaarten asukkaat]]====&lt;br /&gt;
&lt;br /&gt;
Crinosaarilla asuu 66 asukasta.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Energia ====&lt;br /&gt;
&lt;br /&gt;
Crinosaaret on sähkön suhteen omavarainen. Saaret tuottavat sähköä pääosin tuulivoimalla. Varajärjestelmänä ovat laskeutujien aurinkokennot.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Infrastruktuuri ====&lt;br /&gt;
&lt;br /&gt;
Neljä laskeutuja ja useita avoimia telttoja kasvihuoneina. Kolme tuulivoimalaa. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tuotanto ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Algaestics Cooperative=====&lt;br /&gt;
&lt;br /&gt;
Allarcadian perheen ja Utopistien perustama osuuskunta kasvattaa Crinosaaren leväaltaissa proteiinipitoista (40%) ruokalevää ja biomuovien tuotantoon sopivaa raakalevää. Teoreettiinen vuosituotanto on noin 1200 tonnia. Myrskyn vaurioitettua useita leväaltaita levänkasvatusta joudduttiin uudelleenkäynnistämään useiden kuukausien ajan, mutta sen jälkeen sitä on saatu jopa kasvatettua alkuperäisestä.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[Crinon_siirtokunnan_teknologia_(Expanse)|Siirtokuntatekniikka]] ==&lt;br /&gt;
&lt;br /&gt;
Crinon siirtokunnan omia varusteita, rakennuksia, ajoneuvoja ja muita teknisiä ratkaisuja on esitelty tarkemmin linkin takana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Ajanlasku===&lt;br /&gt;
&lt;br /&gt;
Kuten oletettavaa, planeetan oma päivä ja vuosi eivät täsmää Maapallolta periytyvän ajanlaskennan kanssa. Beltillä ja aurinkokunnan ulkoplaneetoilla tätä ei perinteisesti ole koettu ongelmana, koska elämä keskittyy ympäristöltä suljettuihin tiloihin, joihin planeetan omat sääilmiöt tai fyysinen valoisa aika ei pääse vaikuttamaan. Crinolla kuitenkin merkittävä osa ihmisistä työskentelee ulkotiloissa, joissa planeetan yöllä ja päivällä on väliä. Myös siirtokunnan alueella sää vaihtuu planeetan oman vuosirytmin mukaan muodostaen neljä selkeästi toisistaan erottuvaa vuodenaikaa. Näistä syistä Crinolla on alkanut levitä oma ajanlaskutapansa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Kello====&lt;br /&gt;
&lt;br /&gt;
Tunti, minuutti ja sekunti ovat aivan liian monissa teknisissä sovellutuksissa vakiintuneita ajan yksiköitä, joten niiden pituuksiin kajoamisen todettiin olevan liian työlästä siirtokunnan toiminnan kannalta. Tästä syystä CrinoNet ohjelmoitiin ylläpitämään kaikkissa sovelluksissa vuorokautta, joka koostuu 24 tunnista ja ylimääräisestä &amp;quot;Crinotunnista&amp;quot; (Crino Hour; CH), jonka pituus on 56 minuuttia ja 9 sekuntia. Laskennallisesti Crinotunti asettuu vuorokauden alkamiseen, eli vuorokauden vaihtuessa kello 23:59:59 seuraava ajan hetki on CH:00:00 jonka jälkeen kello CH:56:08 jälkeinen seuraava ajanhetki on 00:00:00. Näin Crinon oma vuorokausi saadaan täsmäämään tunti/minuutti/sekunti ajanmittauksen kanssa.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
====Sääkalenteri====&lt;br /&gt;
&lt;br /&gt;
Crinolla käytetään omaa Sääkalenteria. Crinon Sääkalenterin vuosi on 1300 Crinon vuorokautta pitkä (plus karkauspäivä keskimäärin noin kolmen vuoden välein). Vuosi jakautuu neljään 325 vuorokauden mittaiseen Vuodenaikaan. Lähes kaikki Crinolla käytössä olevat ajanmittaussovellukset näyttävät tarvittaessa myös mikä on kulloinkin tarkka päivämäärä ja vuosiluku maan ajanlaskussa. Yleisin käytössä oleva kellosovellus näyttää vuodenajat väreinä. Ensimmäisen uuden kalenterin mukaan mitattavan vuodenajan väriksi äänestettiin CrinoNetissä sininen väri.&lt;br /&gt;
&lt;br /&gt;
* Sininen / Kevät / Sadekauden alku&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pelaajahahmot ==&lt;br /&gt;
&lt;br /&gt;
===== [[Dr. Godiva Honda (Crino Gate)|Tohtori Godiva Honda]] =====&lt;br /&gt;
*160 cm vankkarakenteinen ja lihaksikas 43-vuotias nainen Marsista&lt;br /&gt;
*Ruskea iho, tummanruskeat silmät ja hiukset&lt;br /&gt;
*Keskiluokkainen urheilulääkäri&lt;br /&gt;
*Ystävällinen, suojeleva ja altruistinen&lt;br /&gt;
*Ottaa työnsä vakavasti ja intohimolla&lt;br /&gt;
*Mukana aviomies Ignazio Sanderson (floristi), sekä 8-vuotiaat kaksoset Gabriela ja Gaspar&lt;br /&gt;
&lt;br /&gt;
===== Andrei Vladimirovits Fedorov =====&lt;br /&gt;
*Hoikka, keskimittainen 28-vuotias mies Maasta&lt;br /&gt;
*Pilotti, mutta sivistynyt&lt;br /&gt;
**Ollut YK:n palveluksessa&lt;br /&gt;
*Kokenut poliittisen heräämisen&lt;br /&gt;
*Idealistinen&lt;br /&gt;
&lt;br /&gt;
===== Brett Kent =====&lt;br /&gt;
*Yli kaksimetrinen hoikka 26-vuotias mies Marsista&lt;br /&gt;
*Siniset silmät ja mustat hiukset&lt;br /&gt;
*Ammattiurheilija, jonka ura on ohi (0-G -käsipallo)&lt;br /&gt;
*Rahoittanut matkansa lainalla&lt;br /&gt;
*Sosiaalinen&lt;br /&gt;
&lt;br /&gt;
===== Petya Aboah =====&lt;br /&gt;
*Pitkä ja karkea 35-vuotias mies Vyöltä&lt;br /&gt;
*Vaatimaton työmies&lt;br /&gt;
*Uskoo yksilön oikeuksiin, mutta näkee yhteisön roolin kriittisenä&lt;br /&gt;
*Pragmaattinen ja tarkkaavainen&lt;br /&gt;
&lt;br /&gt;
===== Wen Yu =====&lt;br /&gt;
*Laiha 160 cm pitkä ruskeasilmäinen, 43-vuotias mies Maasta&lt;br /&gt;
*&amp;quot;Insinööri&amp;quot;-poliitikko&lt;br /&gt;
*Siististi pukeutunut ja tukka kunnossa&lt;br /&gt;
*Perillä päivänpolitiikasta&lt;br /&gt;
*Ylemmästä keskiluokasta&lt;br /&gt;
*Analyyttinen, mutta lämpenee nopeasti&lt;br /&gt;
&lt;br /&gt;
===== Toma Brankovic =====&lt;br /&gt;
*Parimetrinen ja roteva n. 30-vuotias mies Vyöltä&lt;br /&gt;
*Sekatyömies ja &amp;quot;tyäukko&amp;quot;&lt;br /&gt;
*Vaikeasti lähestyttävä ja syrjäänvetäytyvä&lt;br /&gt;
*Stoalainen luonne&lt;br /&gt;
*Runsaasti tatuoitu, mukana myös OPA-tatuointi ja kaulusrengastatuointi&lt;br /&gt;
&lt;br /&gt;
==== Dennis Reinhardt =====&lt;br /&gt;
* Lyhyehkö lihaskimppu mies maasta&lt;br /&gt;
* Fyysisen työn raataja&lt;br /&gt;
* 38v mies&lt;br /&gt;
* PAennut yhtiönvaltaa maasta&lt;br /&gt;
* Työläisten oikeuksien puolelle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pelaajahahmojen tukikohta ===&lt;br /&gt;
Tukikohdan rakennukset:&lt;br /&gt;
*Laskeutuja 1: Asunto&lt;br /&gt;
*Laskeutuja 2: Voimala&lt;br /&gt;
*Kontti 1: Työpaja&lt;br /&gt;
*Kontti 2: Klinikka&lt;br /&gt;
*Teltta 1: Ajoneuvosuoja&lt;br /&gt;
*Teltta 2: Ajoneuvosuoja&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Kampanja=&lt;br /&gt;
&lt;br /&gt;
==Season One==&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen kauden tapahtumat sijoittuvat The Expanse -kirjasarjan vuosiin XTE 15-16, eli kirjan ''Cibola Burn'' aikaan. Eroksen tapahtumista on kulunut noin viisi vuotta ja Ganymeden yllä käydystä sodasta noin kolme vuotta. Ensimmäisen kauden seikkailut saattavat sisältää lieviä spoilereita TV-sarjan kausista 1-3, sekä kirjoista ''Leviathan Wakes'', ''Caliban's War'' ja ''Abaddon's Gate''.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===Chapter One: First Landing===&lt;br /&gt;
===== Episode I - Earth =====&lt;br /&gt;
&lt;br /&gt;
Ensimmäisen Laskeutumisen siirtolaiset saapuvat Crinolle. Osa laskeutujista harhautuu ja siirtokunta-asutusta syntyy kolmeen eri paikkaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode II - Water =====&lt;br /&gt;
&lt;br /&gt;
Vedestä on pulaa ja vedenpuhdistuksen haasteita ratkotaan. Paikallisesta luonnosta opitaan lisää.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode III - Fire =====&lt;br /&gt;
&lt;br /&gt;
Tunteet kuumenevat kahden eri ryhmän jäsenen kilpaillessa samasta naisesta ja Dawa Sinin heittäessä bensaa liekkeihin. Baarissa syntyy tappelu, jossa Oszkar vetää aseen esille. Oikosulku aiheuttaa ison maastopalon Kylässä ja palon aikana muutama Rakennustyöläisten liiton miehistä lähtee pieksemään kilpailijoitaan.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode IV - Wind =====&lt;br /&gt;
&lt;br /&gt;
Siirtokunta saa oman valuutan ja sitä myöten julkisten palveluiden toteuttamisesta sovitaan. Ensimmäinen kunnon syysmyrsky pyyhkii siirtokunnan yli. Oszkar putoaa jyrkänteeltä alas myrskyn aikana.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode V - Void =====&lt;br /&gt;
&lt;br /&gt;
''Maximillain Gigante'' joutuu kummallisen onnettomuuden kohteeksi ja vahingoittuu niin pahasti, että sen miehistö joudutaan evakuoimaan ja siirtämänä Crinosaarille. Suurin osa aluksesta puretaan ja otetaan siirtokunnan käyttöön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chapter Two: Second Landing===&lt;br /&gt;
===== Episode VI - Gate Opening =====&lt;br /&gt;
&lt;br /&gt;
Pelastusalus ''Nain Blanche'' tulee etsimään ''Maximillian Gigantea'', tuoden mukanaan uutisia ja postia. ''Maximillian Giganten'' försti kuolee tappelussa, jonka jälkeen kapteeni ja navigaattori hätääntyvät ja linnoittautuvat panttivankien kanssa laskeutujaan Crinosaarilla. Kun tilanne saadaan ratkaistua, joutuu koko siirtokunta tekemään päätöksiä siitä, miten siirtokunnan yhteisö saadaan pidettyä yhtenäisenä ja miten yhteisö suhtautuu rikoksiin.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VII - White Horse =====&lt;br /&gt;
&lt;br /&gt;
''Nain Blanche'' palaa Crinolle mukanaan joukko uusia siirtokuntalaisia. Annabelle Ariadne katoaa epäilyttävissä olosuhteissa ja jäljet johtavat Rakennustyöläisten liiton suuntaan. Pur'N'Kleenin kuljetusalus ''Uffington White Horse'' saapuu ja Lua Saturnin palkkasoturit ottavat ''Maximillian Giganten'' ja Crinosaarten asutuksen haltuunsa. Damian Castellen petos paljastuu, kun Pur'N'Kleenin Valvontaosasto tulee pidättämään Kylän asukkaita.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode VIII - Red Horse =====&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Beratnan baarissa käydyn yhteenoton jälkeen ''Lua Saturni'' jättää uhkavaatimuksen ja vaatii kolmen henkilön luovuttamista oikeudenkäyntiä varten Sami Wojcikin murhasta epäiltynä. Kylän lentokentällä pidetty mielenosoitus muuttuu mellakaksi ja Pur'N'Kleenin valvontaosasto joutuu perääntymään Kylästä. Kaivoksen läheisellä harjanteella Pur'N'Kleenin dronet ampuvat kahta Whiten perheen työntekijää kohti ja kaksi poliisidronea tuhotaan tulitaistelussa. Mellakan yhteydessä kaapatusta ''Arpad''-sukkulasta löydetyt johtolangat johdattavat ryhmän Crinon erämaihin ja auttavat löytämään Annabellen elossa. Ryhmä kaappaa Yann Abel Magyarin ja alkaa suunnittelemaan oikeudenkäyntiä, kun Lua Saturni iskee Ariadne-kollektiivin tukikohtaan ja kaappaa Nour Ariadnen, sekä vielä syntymättömän Crino-tytön.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Episode IX - Black Horse =====&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===== Episode X - Pale Horse =====&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Expanse]] &amp;lt;br/&amp;gt;[[Category:Kampanjat]] &amp;lt;br/&amp;gt;[[Category:Polaria]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10108</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10108"/>
		<updated>2020-08-24T17:15:43Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
=== Inscription in the Last Spire in Pelion ===&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
= Legend of the Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10107</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10107"/>
		<updated>2020-08-24T17:14:23Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
# Kobold Cauldron; or a warm welcome&lt;br /&gt;
# The Last Spire; or finally getting paid&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
=== Inscription in the Last Spire in Pelion ===&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
* Little over a year ago a great undead darkness took the Last Word from the Chamber of Secrets in the Last Spire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maeldur Et Kavurik =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Young men shall see visions, and old men shall dream dreams.&amp;quot; So state the holy texts of Yirratama. Indeed, great things have come upon me recently in dreams. But I'm obviously too old to receive the visions - visions regarding you, my friends.&lt;br /&gt;
&lt;br /&gt;
Only recently did the great warrior Sir Praetol wage a war of his own with the fiends of the dark planes. My world, Qua-Nosham - as some name it - has long been plagued by fiends: tanar'ri, baatezu and yugoloths. Sir Praetol sought to take the fight to the enemy. Though the brave hero fell to a terrible disease soon after returning, he brought with him a secret known to few.&lt;br /&gt;
&lt;br /&gt;
The fiends have the ability to come and go as they please to any plane, any world - this we already know. Sir praetol discovered how they do it. A foul creature of great size - Maeldur Et Kavurik - gives them the power.&lt;br /&gt;
&lt;br /&gt;
This bloated abomination carves temporary paths to make their way to any destination they choose. But without the Maeldur, this ability is stripped away. The fiends will be limited just as you and I, with no power to simply appear and disappear at wil.&lt;br /&gt;
&lt;br /&gt;
That's where my dream comes in. In this dream one celestial stewards known as a deva came to me. She spoke of a wonderous and strange things, and spoke of dealing a mighty blow to the fiends.&lt;br /&gt;
&lt;br /&gt;
The deva told me that it is possible to protect my world from their horrors for good. To see it accomplished, she guide me here, told me that you were heroes who could do something with Sir Praetol's secrets. You could be the champions who tear this power from the fiends, making them weaker and easier to overcome forevermore. The only question is ... will you?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And in thos dim days before the War of Blood, when Good was Evil's central foe and fiend, a celestial named Maeldur was ripped from the heavens by a fiend named Daru Ib Shamiq. Maeldur was a native of the Celestial Mount, with shining emerald flesh and a dove's wings of purest white, like the snows of Pelion. Shamiq was of the clan of Baern, first among the fiends of the Three Glooms and sires of the General of Gehenna.&lt;br /&gt;
&lt;br /&gt;
Shamiq, in motives twisting and tangled, took the noble Maeldur and told him of things no creature of purity should know. The words of the Baern had power - at least in those days - and when shaped into the form of dark secrets, they wrought terrible consequences. Maeldur was changed.&lt;br /&gt;
&lt;br /&gt;
The celestial was a creature of light no longer. And though much of its essence was strippend away, it was given great powers of a different kind. Daru Ib Shamiq then hid the Maeldur away, fashioning a talisman that let others speak to it in the words of the Baern - the only words it could now hear.&lt;br /&gt;
&lt;br /&gt;
Even today, creature torn from the Mount serves some central, fiendish purpose. Shamiq, however, disappeared into the First Gloom, at a place once called Daubei's Obscure Woe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here in this Bright World shall trod the feet of ineffable Darkness. A great lord of the infinite pit, once brought low, shall find his way here, having pulled himself from death's cold embrace. Beyond, he will find the means for his goal, but the price of vengeance is death again - unless he can find that which was his, now lost.&lt;br /&gt;
&lt;br /&gt;
- Father Irynimas Sanuire, a priest of Ukko from the prime material world known as Qua-Nosham&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10100</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10100"/>
		<updated>2020-08-16T10:55:20Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drow elves Kestod and Ehere&lt;br /&gt;
** Trusted champions of Kiaransalee&lt;br /&gt;
** Both have had their memories erased by the water of Styx&lt;br /&gt;
** Vampire Kestod commited suicide in Tcian Sumere&lt;br /&gt;
** Ehere is alive and in the Vault of the Drow&lt;br /&gt;
* The Drow in the Vault of the Drow felt that Kiaransalee has abandoned them&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10099</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10099"/>
		<updated>2020-08-16T10:52:08Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
* Drows Kestod and Ehere hid something in deepest Pandemonium on orders from Kiaransalee after her ascent to godhood&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10086</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10086"/>
		<updated>2020-08-07T13:02:32Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Other clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10085</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10085"/>
		<updated>2020-08-06T12:18:25Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Known portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
| Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some '''letherhead's planning on putting the high-up proxies of Set in the dead-book'''. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10084</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=10084"/>
		<updated>2020-08-06T12:17:03Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
# In the Abyss: or getting fooled by a ship&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial high-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
* Alignment: chaotic evil&lt;br /&gt;
* Category: The Dark Seldarine&lt;br /&gt;
* Domains: Arcana, Death&lt;br /&gt;
* Pantheon: Drow&lt;br /&gt;
* Province: Necromancy&lt;br /&gt;
* Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning - a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some '''letherhead's planning on putting the high-up proxies of Set in the dead-book'''. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9985</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9985"/>
		<updated>2020-06-28T10:58:20Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
Alignment: chaotic evil&lt;br /&gt;
Category: The Dark Seldarine&lt;br /&gt;
Domains: Arcana, Death&lt;br /&gt;
Pantheon: Drow&lt;br /&gt;
Province: Necromancy&lt;br /&gt;
Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Toril. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9984</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9984"/>
		<updated>2020-06-24T14:30:49Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] warforged bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
# Messenger; or one really scary dust mephit&lt;br /&gt;
# Bottom of the multiverse; or looters ransacking Tcian Sumere&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Crux and a murderous God =&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
&lt;br /&gt;
=== Kiaransalee ===&lt;br /&gt;
Alignment: chaotic evil&lt;br /&gt;
Category: The Dark Seldarine&lt;br /&gt;
Domains: Arcana, Death&lt;br /&gt;
Pantheon: Drow&lt;br /&gt;
Province: Necromancy&lt;br /&gt;
Symbol: Drow hand wearing many silver rings&lt;br /&gt;
&lt;br /&gt;
The drow god of vengeance and undeath, called the Revenancer, is portrayed in some legends as a fierce female clad in silver and translucent veils, and in others as a banshee. In either version, her hands bear many glittering silver rings, and this image is recognized as her symbol.&lt;br /&gt;
&lt;br /&gt;
Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities of her worshipers have differing ideas about who killed her and why, but typically the murderer is portrayed as having the features of some kind of creature the drow have great hatred for. Followers of Kiaransalee don't trouble themselves greatly over these details, because all the stories could be true: the Revenancer is believed to have returned from death over and over again.&lt;br /&gt;
&lt;br /&gt;
Vengeance is the aspect of Kiaransalee that appeals to most drow, because it becomes a necessity in every ambitious drow's life-usually more than once. The state of undeath is of less concern to them, but those who practice necromancy turn to Kiaransalee for guidance and for protection from undead.&lt;br /&gt;
&lt;br /&gt;
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.&lt;br /&gt;
&lt;br /&gt;
Drow believe that Kiaransalee was driven mad by returning from death as a god so many times, but her followers aren't discouraged by this assessment. Despite her madness, her actions are guided by a deep and devious cunning-a trait that drow attach more importance to than they do to sanity.&lt;br /&gt;
&lt;br /&gt;
=== Maanzecorian (presumed dead) ===&lt;br /&gt;
Maanzecorian (meaning &amp;quot;creed leader&amp;quot; or &amp;quot;creed liaison&amp;quot; in Undercommon), also known as the Philosoflayer, was an entity that embodied mind flayer ideals of complete knowledge and comprehension. The illithids' reverence and meditation on the ideals represented by Maanzecorian could be considered a form of worship.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
Maanzecorian was as much a divine entity as a collection of concepts and ideals. He embodied what mind flayers understood as a state of perfect comprehension of knowledge, a simultaneous recall of memory, thought, and aptitude. Maanzecorian was also considered a keeper of secrets.&lt;br /&gt;
&lt;br /&gt;
The deity was considered narrower in scope than Ilsensine, but followers of Maanzecorian also believed that illithids were the naturally appointed rulers of all races, planes, and worlds.&lt;br /&gt;
&lt;br /&gt;
Some of the ideals of perfect recollection of memory embodied by Maanzecorian were observed in aboleths, who possessed a type of racial memory that passed from one generation to the next and could always be perfectly remembered. This led to frequent conflicts between aboleths and mind flayers.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.&lt;br /&gt;
&lt;br /&gt;
At this time, illithids who were granted divine spells from Maanzecorian woke up to discover that the deity no longer granted them power or signs. They found out about the deity's demise through divination magic.&lt;br /&gt;
&lt;br /&gt;
== Messages ==&lt;br /&gt;
&lt;br /&gt;
=== Ghosts of Ranais ===&lt;br /&gt;
We are the Forsaken. When this world died, we were forced to live on, without home, without family, without love. Even when we died, we lived on ... and on. And the one who did this to us was he whom we had worshiped. He whom we had held above all others.&lt;br /&gt;
&lt;br /&gt;
We heard that, in time, even he had entered the halls of death, and this gave us joyless satisfaction. But now even that has been taken from us, for he lives again. His servants roam not only this world but those nearby from his former temple. He seeks knowledge of that which he has lost. He seeks revenge.&lt;br /&gt;
&lt;br /&gt;
Yet, as a speck can irritate the eye of a man, a man can thwart the plans of an immortal - at least for a time. For can a man not eventually remove the speck?&lt;br /&gt;
Pass through this city now, and taste the fruit of his works. Choose your path afterward as you will. We will plague you no further.&lt;br /&gt;
&lt;br /&gt;
=== Mephit's message ===&lt;br /&gt;
&lt;br /&gt;
Your master commands you to remain near the tree-city. Very shortly, he shall remove the insect that thwarted your previous efforts and shall recover the bloom himself. For at long last, one of the perpetrators has been located and is now securely held within Tcian Sumere.&lt;br /&gt;
None shall rest until my vengeance is complete. All who stand in my way shall face the wrath of that which was wrought in the ancient halls of the realm now reduced to only dust.&lt;br /&gt;
&lt;br /&gt;
=== Last words of a dying drow vampire ===&lt;br /&gt;
&lt;br /&gt;
The other... Erehe. Vault of the Drow... on Oerth. Destroy him, too. He must not remember what he's forgotten... these fiends need the location. Don't let the murderous god win&lt;br /&gt;
&lt;br /&gt;
=== Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good) ===&lt;br /&gt;
&lt;br /&gt;
Pelion, or Mithardir (&amp;quot;white dust&amp;quot;) by the Seldarine, is the third and lowest layer of Arborea. In vast contrast to the vibrant lands of Olympus and Ossa, Pelion is nothing more than an endless desert of pure white sand, dotted with ancient ruins dating back to the earliest days of the planes. Travelers beware in Pelion just as much as above, though, for this desert is cruel and unyielding. This land is not merely subject to the normal risks of desert landscapes, of heat and dehydration, for despite the emptiness, the weather here can be just as vicious as the rest of the plane; here, the huge, sudden thunderstorms known across Arborea strike same as they do above. Of course, here they bring not just lighting and rain, but tremendous dust storms driven in front of them, enough to easily bury an unsuspecting berk before they can blink.&lt;br /&gt;
&lt;br /&gt;
But for Amun-thys, the realm of the goddess Nephythys, Pelion is entirely without civilization, with no settlements, no colonies, no natives. Nothing more complex than simple desert flora and fauna lives in Pelion, and any attempts at building here are doomed to failure. The desert seems to hate all encroachment, and it isn't long before any construction on Pelion is buried beneath the shifting sands. However, both the Olympians and the Seldarine have legends of the ancient past of Pelion.&lt;br /&gt;
&lt;br /&gt;
According to the Olympians, Pelion was long ago the realm of the Ennead, in the days when Ptah led the pantheon. As his worship declined, though, his realm shrank, taken by the white sands. The pantheon dispersed across the planes, and Ra took control, while Ptah just managed to cling to divinity. The followers of the Ennead are fairly mum on the issue, saying nothing either way as to the accuracy of this tale.&lt;br /&gt;
The Seldarine, however, have a different story regarding Pelion's ancient past. As they tell it, the Animal Lords of the Beastlands once took Pelion as their home. But as the most important parts of their realms drifted to the Beastlands, the Animal Lords went with them, until there was nothing left but the sand. Again, the Animal Lords themselves seem not to care enough to bother clearing up the issue.&lt;br /&gt;
&lt;br /&gt;
== Other clues ==&lt;br /&gt;
&lt;br /&gt;
* Dream vision of Kiaransalee fortifying her realm in fear&lt;br /&gt;
* Rumors in sigil:&lt;br /&gt;
** The gods are dying, according to the Ather. 'Course you've got to expect anything they say about the powers to contain at least a little screed.&lt;br /&gt;
** Those addle-coves have it all wrong. The powers ain't dying - the dead ones're coming back to life! Truth is, the Signers're behind the whole thing!&lt;br /&gt;
** Nothing can kill a power, berk. Don't listen to idle rumors&lt;br /&gt;
** I hear that some letherhead's planning on putting the high-up proxies of Set in the dead-book. Let me tell you, I sure wouldn't want to make that blood mad.&lt;br /&gt;
** Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost&lt;br /&gt;
** Bwimb? Who cares?&lt;br /&gt;
** I heard that Apollo was put in the dead-book right in his home on Olympus!&lt;br /&gt;
** The latest chant is that Tomeri is lost, too&lt;br /&gt;
** Tomeri? Who's that? Or should I say, who was that?&lt;br /&gt;
** The Astral's not going to be big enough to hold 'em all, I tell you!&lt;br /&gt;
** The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'&lt;br /&gt;
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.&lt;br /&gt;
** They say that the Athar and the Signers are about to start a full on war over the lost powers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia, the flooded formian ciry missing it's queen&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator - City of the Chain Fiends&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9967</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9967"/>
		<updated>2020-06-09T16:09:28Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
# Strange bedfellows; or extra hot Mount Celestian peppers&lt;br /&gt;
# Eponia's daughter; or a prime-material fairytale&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9953</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9953"/>
		<updated>2020-05-17T18:01:44Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
# Love Letter; or A Long Family Feud&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9948</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9948"/>
		<updated>2020-05-16T10:29:27Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
# Law in Chaos; or The Slaadi send their regards&lt;br /&gt;
# Circean Embers; or The Most Beatiful Things&lt;br /&gt;
# Crux; or the mysteries of the Squirels&lt;br /&gt;
# Masks; or Dead worlds and undead fiends&lt;br /&gt;
# The Eternal Boundary; or mind the Mindflayers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime.&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Blood_war_(Planescape)&amp;diff=9832</id>
		<title>Blood war (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Blood_war_(Planescape)&amp;diff=9832"/>
		<updated>2020-03-25T11:22:46Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no question that the '''Blood War''' is the most significant event on the Planes; having gone on since the dawning days of sentience, this battle for the supremacy of Law or Chaos has marked not only the '''Lower Planes''', but the whole of the multiverse for eons on end, seemingly never-ending in its bloodshed and violence. No one can walk the planes for long before encountering something, somewhere, or someone incontrovertibly touched by the '''Blood War''', and hardly ever the better for it.&lt;br /&gt;
&lt;br /&gt;
= Involved Parties =&lt;br /&gt;
&lt;br /&gt;
The '''Blood War''' is almost entirely a fight between the '''baatezu''' of '''Baator''' and the '''tanar'ri''' of the '''Abyss''', a balance between the perfect obedience of the '''baatezu''' and the tremendous numbers of the '''tanar'ri'''; their first battles marked the beginning of the war, and every major event in its history has been at the hands of one or the other. Thousands upon thousands of each fiend are spawned to serve as nothing but cannon fodder for the gristmills that are the front lines of the '''Blood War'''. On the side of the '''baatezu''', the '''Blood War''' is largely run by the '''Dark Eight''', a collection of eight '''pit fiends''' dating back to the original fall. Once soldiers of '''Asmodeus''' himself, today they are charged with leading the forces of the '''baatezu''' in battle, arranging for materiel and intelligence support, handling diplomatic military arrangements with outside organizations, and any other related duties that may fall under the purview of the War. The '''tanar'ri''' of course have no such structure, but some '''Abyssal Lords''' have more direct interest in the '''Blood War''' than others. '''Pazuzu''', '''Graz'zt''', '''Alzrius''', '''Lissa'aere''', and '''Vucarik''' are amongst those known to have the greatest interest in the War, though it's rare the Lord with absolutely no stake in it whatsoever; somewhat surprisingly, though, and in contrast to '''Asmodeus''', '''Demogorgon''' indeed does have little to no interest in the War, perhaps having gained his fill in service to the '''Queen of Chaos''' long ago. And while not all '''tanar'ri''' have spent time on the battlefields, those chosen for it must fight or face the wrath of the '''molydei''', who are always hunting for deserters, or simply travelers that can be impressed into the '''Abyssal''' ranks. Of course, while these two fiendish kinds may comprise the majority of forces on the '''Blood War battlefields''', there are more than a few others that involve themselves for their own varied reasons.&lt;br /&gt;
&lt;br /&gt;
Chief among these are the '''yugoloth''', the fiends of the '''Grey Waste'''. Mercenaries for hire by either side, they offer their talents in combat, infiltration, or tactical planning to the highest bidder, their long-practiced skills often turning the tide one way or the other. They seem to have no allegiance but their own, perfectly willing to serve which ever side suits them so long as the price is right. Not always something as simple as gold or gems, but arcane knowledge, prisoners, any one of a variety of opportunities that they find suitable for the task requested. Some even say that the '''Blood War''' persists by their hand, the slaughter guided towards one direction or another according to their hidden desires towards some unknown end; while the same has been said about nearly every planar event of any significance since the dawn of history, the far more blatant involvement in the '''Blood War''' leads many to wonder if in this situation it might not be true.&lt;br /&gt;
&lt;br /&gt;
A surprise to some, the '''modrons''' are in fact a significant force in the '''Blood War''' as well, aiding the '''baatezu''' in demonstrating the ultimate supremacy of Law. Though not precisely allied with the '''baatezu''' per se, '''Primus''' has no desire to see chaos win out to any degree; as such, he has committed to the '''Blood War''' efforts the '''Army of the Blood War''', a force nearly one million modrons strong, separate from the '''Mechanus''' military heirarchy. While this force does occasionally cooperate or coordinate with '''baatezu''' actions, far more commonly they are simply sent out against front-line '''tanar'ri''' strongholds or forces, fighting alongside '''baatezu''' but not entirely with them.&lt;br /&gt;
&lt;br /&gt;
The celestials, however — contrary to the thoughts of many '''Primes''' — most commonly keep far away from the '''Blood War'''. There are some exceptions, the renown '''Sword of Vengeance''' being one of the most prominent such, but since both the betrayal of the '''eladrin''' by the '''tanar'ri''' during the '''Tanar'ri Rebellion''' (resulting in the '''Sorrow of Androlynne''') and the utter failure of the '''Celestial Invasion''' to do any more than turn the full force of both fiendish armies against their might, the result of the '''Celestial Schism''' that followed was to leave the forces of Good hesitant to step in, for the large part relieved that the War at least keeps both fiendish kinds distracted from other matters that might have their attention otherwise. The end result of the '''Celestial Invasion''' was enough to bring even the highest of celestials the awareness of what a focused fiendish army could truly do without the '''Blood War''' to draw its ire. Rumors fly that there may even be sects amongst the celestial kinds that go so far as to encourage the '''Blood War''' through arms trade or information warfare, though such claims are solidly dismissed as ludicrous whenever brought before the celestials.&lt;br /&gt;
&lt;br /&gt;
Though many may be tempted to, one cannot ignore the impact of the thousands and thousands of mortal mercenaries hired by both sides on the '''Blood War'''. While in terms of pure numbers these men and women are hardly noticeable against the backdrop of warfare, mortal contribution has long been marked as providing the most unexpected developments in the War since its earliest day, even into recent years. Further, the '''Blood War''' remains the top employer of mercenary force across the planes, and has since the first mortals stepped upon it, despite the immense mortality rates and the trauma such battles as are found in the War can inflict. This has had quite the impact on mercenary companies upon the planes, with nearly all having to account for it outright in one fashion or another: whether it be full-on devotion to one side or another, open hiring by either '''baatezu''' or '''tanar'ri''' if the pay is good, assignments on a person-by-person basis, or any number of such schemes. And of course, more than a few such companies have even taken hard lines against '''Blood War''' employment despite the lucrative contracts it brings, if only that they don't lose employees faster than they can acquire them.&lt;br /&gt;
&lt;br /&gt;
Finally, there are minor contributions or involvement by nearly every other significant culture upon the planes. The '''slaadi''', perhaps surprisingly, are rarely involved as they are just as likely to strike against '''tanar'ri''' as '''baatezu''' should the whim strike, their innate individuality ironically giving most of them no great devotion to chaos as a philosophy; as a result, the '''tanar'ri''' hesitantly call upon them thanks to this innate unreliability. The rilmani grow involved only when the balance seems to be tipping too far in one direction or another, but the '''Blood War''' is such a wide-ranging and embroiled conflict that even they at times have trouble seeing the balance held at any given time; thus, it's rare to see a rilmani even at a significant Blood War event. And the more minor planar peoples — the '''gehreleth''', the '''bladelings''', the '''githzerai''' and '''githyanki''', etc. — while certainly fighting from time to time (often in either a general self-defense or a mercenary role), rarely have any consistent or notable devotion to the War.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
== Baatezu ==&lt;br /&gt;
&lt;br /&gt;
Amongst the '''baatezu''', initial preparation for a '''Blood War''' sortie occurs either from '''Avernus''' or from '''Stygia''', depending on if the destination is to be reached by gate travel or via the '''River Styx'''; the former is far more common, as it relies less on the somewhat unpredictable winds and ways of the River, but depending on situation, the '''Styx''' may be judged a reasonable necessity. Once armed, supplied, and verified, squadrons are dispatched in strict regiment, with travel proceeding across the '''Great Ring''' if battle is to be met merely in '''Gehenna''', but via the '''Outlands''' or, rarely, even through [[Sigil_(Planescape)|Sigil]] itself if a more distant destination.&lt;br /&gt;
&lt;br /&gt;
'''Baatezu''' forces are divided into three units, known as &amp;quot;Commands&amp;quot;. The most commonly encountered is the '''Third Command''', led by generals '''Bel''', '''Meritos''', and '''Hanariel'''; this Command is the rank-and-file of the '''baatezu''' armies, with the majority of the ranks filled by the least of their number. '''Lemures''' and '''nupperibos''' make up the vast majority of most battles, herded into combat by the thousands, if not millions for the especially significant conflicts, most often shepherded by '''spinagon''' or '''abishai''', or rarely a less-talented '''barbazu''' not deserving of higher duty, to ensure they stay on track. The higher ranks of most combat consists of the '''First Command''', led by generals '''Alusiel''', '''Phanior''', and '''Galarond''', made up of air forces and elite unites. The '''barbazu''' are most commonly seen in the thick of things, the most vicious of '''Baatorian''' soldiers, with '''abishai''' providing magical support, '''hamatula''' serving as advance scouts and patrols, and '''erinyes''' keeping the entire collection directed, passing along direction from above. The average '''First Command''' unit is led on the field by a handful of '''cornugon''' or '''gelugon''', but in especially large battles, entire squadrons of these '''baatezu''' will be sent out, led by '''pit fiend''' generals on the battlefield. It's only these greatest of battles that bring forth '''pit fiends''', most instead preferring to direct battle from afar via divination and telepathy, passing along orders and guidance to the '''cornugon''' who then filter it down as needed to the lower ranks. Finally, the '''Second Command''' is the naval command, under the leadership of generals '''Kobbis''', '''Meathe''', and '''Laginus'''. Though sea battles are rare in the '''Blood War''', the '''Second Command''' is charged with transporting any units that require sea- or river-travel, including ferrying along the '''Styx'''; as a result, their support is key in many battles. The ranks of the '''Second Command''' are largely filled with '''abishai''' and '''erinyes''', with lesser ranks not trusted to handle themselves on the '''Styx''' without losing their minds; '''osyluths''' make up the majority of lieutenants and boatsmen, with '''amnizu''' and, less commonly, '''cornugons''' filling the upper ranks.&lt;br /&gt;
&lt;br /&gt;
== Tanar'ri ==&lt;br /&gt;
&lt;br /&gt;
In contrast, the '''tanar'ri''' have of course little order to their way of things. Nearly all '''tanar'ri''' embarkations are made from the realm of '''Durao''', but this is simply due to its '''Stygian piers''' also holding convenient access to the '''Plain of Infinite Portals''', allowing for both quick collection and quick dispatch of forces both willing and not; while it's strictly avoided in the case of the '''baatezu''' due to lack of time to learn their specific stratagems, the '''tanar'ri''' (specifically, the '''molydei''') have no compunctions about conscripting any and every bit of aid they can find, whatever plane that may be. '''Tanar'ri''' armies are a morass of fiends and &amp;quot;allied&amp;quot; forces with no rhyme or reason, occasionally but not consistently armed and supplied by the master of a given battle. Once enough of these soldiers are gathered, they're sent out to fight as soon as possible (if only to avoid the in-fighting that inevitably occurs when too many '''tanar'ri''' are in the same place for too long), sent out by whatever method has been chosen by whoever happens to be leading this gathering of forces. At times speed is the desired factor, at others surprise, but contrary to common belief, there is at least some sense and thought put into '''tanar'ri''' battle plans; perhaps not nearly as much as the '''baatezu''', but it is far from random happenstance and feel as they may claim.&lt;br /&gt;
&lt;br /&gt;
The lowest ranks of the '''tanar'ri''' are filled by '''manes''' and '''rutterkin''', directed by '''dretch''' infantry that do their best to keep these mad figures pointed at the proper enemies, and '''babau''' keeping them all on track. The '''barbazu''' are matched amongst the '''tanar'ri''' by the '''buleazu''' and '''armanites''', both fearsome fighters in their own regard, the former prone to unbreakable bloodlust while the latter quite skilled at sudden hit-and-run force. '''Alu-fiends''' provide arcane support, while '''cambions''' either fight alongside the other ground forces or act as advance scouts and infiltrators, a dual role also filled depending on situation by '''bar-lgura''' and '''maurezhi''' respectively. '''Goristroi''' serve as living siege engines, similar in some respects to mortal army elephants, and often ridden in a similar manner into battle by entire squadrons of fighters more adept at ranged combat. '''Vrocks''' serve as the elite fighters, adept both at aerial combat and at acting in surprising concert to direct their innate and powerful magics against foes. A given sortie will most commonly be led by a '''marilith''' or '''balor''' tactician, with a collection of '''hezrou''' distributed throughout the ranks to relay orders and ensure that the demands of the leaders are born out; under threat of punishment if necessary, but the '''Blood War''' is of such deep importance to so many '''tanar'ri''' that such threats are rarely necessary, the lesser following these demands out of pure respect for the devotion and intelligence they show (yet quick to act independently if they see what seems a better option).&lt;br /&gt;
&lt;br /&gt;
= Tactics =&lt;br /&gt;
&lt;br /&gt;
Once arriving at the battlefield, the least of both sides are the first sent into the fray, thousands of '''lemures''' and '''nupperibos''' sent directly into at least as many '''manes''' and '''rutterkin''', each side quickly followed behind by their greater forces. While occasionally shock tactics and surprise strikes are done by both sides, thanks to '''natural telepathy, summoning, and teleportation''' any such strike rarely keeps advantage for long, as any surprised party can usually call upon support near-instantly. (Though there have been more than a few times where the defending party in a surprise attack was slain before they could call upon any of these resources.) '''Baatezu''' nearly always fight in rigid formations predetermined by their generals, quickly regrouping and rearranging in practiced patterns to respond to differing terrains, conditions, and situations, while '''tanar'ri''' more often than not charge in en masse, seeking to overwhelm both by force of numbers and by pressing until a weakness is found and pouncing.&lt;br /&gt;
&lt;br /&gt;
'''Blood War battlefields''' are a mess of swinging blades and blasts of magical energy flying in all directions, a hazard not only to combatants but to anyone in the general area. And while fiends are resistant to many forms of magical energy, let alone their innate resistance to magic in general, this by no means reduces their usage on the battlefield. Far too useful a weapon to simply abandon because it isn't guaranteed, the many-varied innate magical abilities and learned spellwork of fiends are let fly in all respects, even if only to strike out against equipment or non-fiendish aid. In fact, because they possess so much innate, theoretically-inexhaustible magic, battles between fiends tend to involve even more prolonged magical use than any mortal fight. The average mortal magic duel rarely lasts beyond three minutes, but a '''Blood War''' strike can easily stretch on for an hour before one side is devastated or destroyed, innate magic striking out all the while. This of course has significant impact on local conditions, and with so much magical energy released over such a relatively short period of time, strange effects often follow in the wake of a '''Blood War battlefield'''; wild or dead magic zones, tears in space, necromantic hot zones, and spellhaunts are amongst the more common, but the specific results depend on the precise conditions, which can rarely be predicted in advance.&lt;br /&gt;
&lt;br /&gt;
Of course, the innate magic that poses the most significant difference to fiendish warefare is their natural '''innate teleporation'''. Thanks to this ability, possessed by the higher ranks of both forces, as well as the disconnected nature of '''Blood War battlefields''', there is little sense of &amp;quot;side&amp;quot; to such combats, and following the initial contact there is no sense of front or rear rank in a given battle, nor any safety gained by any one position in a given battlefield relative to any other. This is not to say that fiends are constantly blinking about every second, but it does mean that tracking the events of a given battle can be extraordinarily difficult even in the best of situations. Despite their natural teleportation, though, '''Blood War''' battlesites tend still to be quite concentrated, for two reasons. For one, just because you can blink away as well as your foe doesn't mean you automatically know where exactly they blinked to, and thus a retreat away from the battlefield tends to be successful. (Not to mention effects like the natural unpredictable teleportation of '''Oinos''', for example.) Second, however, is that '''Blood War''' battles are often fought not over arbitrary tracts of land that just happen to be contiguous as in mortal wars, but over land, artifacts, or even people of some sort of value to one side or the other, and as such battles tend not to stray much from that target or else they may as well simply be giving it away to their opponents.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
== Origins ==&lt;br /&gt;
&lt;br /&gt;
The '''Blood War''', as is known to many sages, has as its origins a much older, yet much more protracted war: the ''' Between Law and Chaos'''. This conflict was fought in the ancient past between the then-ruling kind of the '''Abyss''', the '''obyrith''', and the '''Wind Dukes of Aaqa''', with the '''archomentals''' offering aid to both sides as their outlooks saw fit. The '''obyriths''', led by the '''Queen of Chaos''', fought against the '''elemental forces of Law''' via their servitor kind, the '''tanar'ri'''; one of the first efforts at transmuting the spiritual entities that filled the planes into new, plane-appropriate forms. This war came to a head in a region known as '''Pesh''' upon the world of '''Oerth''', in the ancient prehistory of that place. (In fact, the only reason the battle has been associated to that world is mention of the nearby iconic '''White Plume Mountain''' and recent extraordinarily-ancient tombs found in their vicinity.) The forces of the '''Queen of Chaos''' were defeated via the '''Rod of Law''', a creation of the '''Wind Dukes''' of immense power, that enabled the imprisonment of then-'''Prince of Demons Miska the Wolf-Spider''' deep within the depths of '''Pandemonium'''. The Rod, however, was shattered in the battle, transforming it into the artifact known today as '''the Rod of Seven Parts'''. The resulting loss was so great that the '''Queen of Chaos''' pulled all forces from the war, and without her help, the '''Archomentals of Chaos''' fell to simple infighting against the '''Archomentals of Law'''. However, the '''Wind Dukes''' themselves were utterly decimated; though they did indeed defeat the '''Queen of Chaos''', only but a handful remained to celebrate it.&lt;br /&gt;
&lt;br /&gt;
With this weakening of their '''obyrith''' masters, the '''tanar'ri''' saw their chance. Calling the aid of the '''eladrin''' for ending a slavery that had lasted millennia, they together overthrew the '''obyriths''', executing or exiling as many as they could grab. And once their revolution was complete and their grip on the '''Abyss''' was unquestionable, they turned on the '''eladrin''', slaughtering them and driving them out from the plane. Thus the '''tanar'ri''' stood as masters of the infinite depths, the few surviving '''obyriths''' nothing but a relic of days gone by.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, across the '''Lower Planes''' in '''Baator''', the '''baatezu''' had little interest or even awareness of the events of the War. Their focus in these early days was entirely upon the '''Prime Material Plane''', as per what was both then and now seen as one of the highest duties of the '''baatezu''': the corruption of mortal souls. They were not blind to the planes — in fact, there had always been the occasional skirmish between '''baatezu''' and '''tanar'ri''' since their first chance encounter upon the '''Grey Waste''' some time hence, though nothing so fervent as today — but it simply paled below their chief duty. It was in fact not until that great battle upon the '''Fields of Pesh''' that '''Asmodeus''' and his lessers first bothered to turn their attention to this matter. To them, this great victory in the name of Law seemed to say it all. Though the '''Wind Dukes''' may have largely passed on in their victory, its implication still held true in their eyes: Law was supreme over Chaos. And so they may have continued, self-satisfied in the proof of their own superiority.&lt;br /&gt;
&lt;br /&gt;
But then the '''tanar'ri''' didn't fall, and for the first time, and perhaps the last, '''Asmodeus''' was surprised. They in fact improved their position in the fall of the '''obyriths''', contrary to all he could have expected. They flaunted the very essence of Law with their success in the fate of their own defeat, a contradiction that could not be solved. And so the skirmishes grew and grew in intensity, the '''baatezu''' wishing to demonstrate to the '''tanar'ri''' what they ought to have learned after the defeat at '''Pesh''', and the '''tanar'ri''' wishing to bow to no power in the name of utter freedom through force of arms. While there is no one specific fight that can be said to be the start of conflict, the '''Blood War''' had begun.&lt;br /&gt;
&lt;br /&gt;
== Dawning Days ==&lt;br /&gt;
&lt;br /&gt;
The earliest times in the '''Blood War''' were in many ways the most successful for both sides. It was mere years before both forces noticed how force of belief could literally move entire regions under the domain of one or another side, and the battles for the weakest portions of the '''Lower Planes''' were intense to a degree that had never before been seen. It was common in these days for total warfare to erupt in '''Avernus''' or '''Pazunia''' themselves, even on occasion deeper layers of each plane. And occasionally these battles were even successful at hauling a portion of '''Baator''' into the '''Abyss''', or a piece of the '''Abyss''' into '''Baator''', not to mention the effects on '''Carceri''', '''Gehenna''', or the '''Grey Waste''' itself. So much was in flux in the first centuries of the War that one could not even truly define a front line to the fighting.&lt;br /&gt;
&lt;br /&gt;
Over time, though, these triumphant victories slowed amongst both sides, with each growing more accustomed to the tactics of the other, starting a mutual arms race between the two to find any weaknesses that could be exploited in the other. Neither could stray far from their own inner nature, of course, which made any significant amount of study hopeless. Still, there were the occasional shining examples of new stratagems, spellworks, or devices emerging from this rush to outsmart the other. '''The great Four-Cross of General Bel''', the strategem that cemented his reputation for tactical genius and placed him at the head of the '''Third Command''', emerged from this time period, as did the '''tanar'ri Mask of the Pit''', though it was significantly less successful. In fact, many spells still used today are said to have come about from this very research, only to filter down through the millennia, having lost all fiendish connotations in the intervening time. Lesser spells of summoning, circles of protection, dimensional locks and anchors, all and more are believed to have come from the '''Blood War'''.&lt;br /&gt;
&lt;br /&gt;
== Celestial Invasion ==&lt;br /&gt;
&lt;br /&gt;
As the '''Blood War''' gained in force and presence, it began to worry the celestials. The '''archons''' and '''angel'''s had already had much to unnerve them in the '''baatezu''', many of whom (especially in those old days) had not so long ago stood upon the Mount with them. The '''eladrin''' had much to hate about the '''tanar'ri''' after their betrayal. And now this War which seemed to threaten to embroil the entire multiverse if left unchecked. They could not stand for this, and they knew that while these fiends were distracted with their war, the celestial host could move upon them and cow the fiends with the full force of their arms. Millions upon millions of celestials moved upon the '''Lower Planes''' as a single great unit, looking to end the danger once and for all.&lt;br /&gt;
&lt;br /&gt;
Little could have diverted the fiends from the '''Blood War''' even at this early time, but the mass invasion of millions of celestials was certainly it. And they hadn't counted on a key fact: these were people that had spent centuries warring, that had learned techniques, methods, weapons, and magicks that the celestials hadn't even dreamed of. Though the fiends never truly worked as one, they put aside their differences in the short term in repelling the invading armies, a postponement of their battle until this threat could be dealt with. It was a year-long slaughter for the celestials; of all the millions that went into the battle, only a few thousand survived to the end of the year to return home. The loss was so devastating and such a blow to morale that it sent the survivors and their home superiors into a philosophical tailspin leading to a general policy of withdrawal from direct combat and action only to protect innocents.&lt;br /&gt;
&lt;br /&gt;
== The Powers Intercede ==&lt;br /&gt;
&lt;br /&gt;
Following the failed invasion, centuries upon centuries passed of continuing warfare, before even the powers themselves decided to try and bring an end to the fighting and bring forth victory in their name once and for all. While most of the Lawful powers were hesitant to intercede due to questionable clauses in the '''Pact Primeval''', and the more significant Chaotic powers cared little for planar affairs, especially in these early days before planar travel had come to their mortal followers, some minor powers of the '''Abyss''' felt that were they to gain favor with the '''tanar'ri''' and help lead them to victory, it would surely lead them to greatness of their own. They may have sought to make a blow against the forces of Law, to spread chaos by whatever means, or perhaps even the worship of the '''tanar'ri'''; whatever the individual reasons, the first alliance between '''tanar'ri''' and power was thus forged, an agreement between the fiends and '''Thuon''', an intermediate single-sphere power of chaos and destruction that called the '''Abyss''' home. And once that first agreement was made, other powers soon fell in alongside the '''tanar'ri''' in '''Thuon's''' wake: among others, '''Laogzed''', '''Loki''', '''Kanchelsis''', and '''Ekwensu''' all offered their aid against the '''baatezu'''.&lt;br /&gt;
&lt;br /&gt;
It must be pointed out that today the idea of a power directly fighting alongside mortals, even upon the planes, in a matter not directly involving another deity is ludicrous. In these early days, however, the planes were seen by most powers as purely under their purview, and the '''Divine Compact''' held little in the way of restrictions on deities acting against other planar beings. And so indeed, the deities physically manifested upon '''Blood War''' battlefields, nearly always to great success. Of course, this divine involvement drew attention from others, and while even the minor Lawful deities did not wish to embroil themselves into the minutiae of the '''Pact Primeval''', they did not wish the War to end so abruptly and so destructively, the violence already wreaking havoc even beyond '''Baator'''. Thus a number of deities of Law interceded, if only to combat the deities of Chaos walking the battlefield. Then followed more deities of Chaos, more of Law, and so on until it almost seemed that was once a battle purely of the fiends may have turned to an all out battle of the very powers themselves.&lt;br /&gt;
&lt;br /&gt;
But then, an act that none could have predicted: the utter death of '''Thuon''', not at the hands of another deity, but at the hands of the '''baatezu'''. None are sure how it was accomplished, but all present watched him wither to nothing before the eyes of those in combat, his avatar shriveling to dust at the same moment that his corpse manifested upon the '''Astral'''. The '''baatezu''' were quick to claim the credit, and none stepped forward to contest it. This act, whatever means were applied to bring it about, struck true terror in the hearts of the collected deities for the first time they could remember. The idea that fiends, beings barely a step above mortals, could bring about such an act without divine aid was enough for the gods to immediately withdraw all direct involvement, limiting themselves, as on the '''Prime''', to the aid of followers alone. And much as with the celestial invasion, this act defined general policy for deities for ages to come, with the following '''Godmoot''' occupied almost wholly with discussion on proper reaction to the death of '''Thuon''' alongside the task of appending the '''Divine Compact''' to include restrictions on planar manifestations, if only for the mutual safety of the divine.&lt;br /&gt;
&lt;br /&gt;
Some deities still involve themselves in the '''Blood War''' today, of course. Many powers of war in all its varied form, from '''Kiri-Jolith''' to '''Morrigan''', send their followers in to fight, enjoying the rush of the vastest war in existence if vicariously, while others encourage it more indirectly, supporting it much as the rumored celestials simply so the fiends do not cease their efforts and turn their attentions outwards; '''St. Cuthbert''' is such a power, for example, as is '''Arvoreen'''. However, they each are wary not to grow too involved, that they do not themselves face the lesson poor '''Thuon''' endured so long ago.&lt;br /&gt;
&lt;br /&gt;
== And So It Goes ==&lt;br /&gt;
&lt;br /&gt;
With the failure of the powers to truly join directly, the '''Blood War''' was able to role on largely unchanged for millennia upon millenia. Both sides grew increasingly staid, with battles far too evenly matched for either to make any significant progress. Morale ticked away bit by bit, plummeting upon the spread of '''the Illithid Empire''' as the flow of petitioners to both the '''Abyss''' and '''Baator''' slowed to a trickle, souls that may otherwise have been destined for or seduced to their lands instead pulled into the hopelessness of the '''Grey Waste''', brought to '''Carceri''' thanks to the betrayal of their peers to the illithid, or even lost to the planes entirely thanks to a complete loss of belief. For nearly a year, the War halted but for the rare skirmish as both sides regrouped, seeking means of dealing with this lack of petitioners; it was during this time that the larva trade with the Waste first came into vogue, the night hags of Hades first finding their calling as soul traders if only to supply the forces of both sides.&lt;br /&gt;
&lt;br /&gt;
Indeed, morale was such an issue during this time, an entire settlement of lesser '''baatezu''' rebelled thanks to encouragement by the '''tanar'ri''', rising up against their superiors and spilling entirely over to chaos in a successful repeat of the much older '''Mask of the Pit''' gambit. While the rebellion was quashed by '''Dark Eight''' themselves (following the decimation of a squadron of '''balors''' that hoped to take advantage of the situation by the rebels themselves), this still sent a message deep into the heart of '''the Lords of the Nine''': things could not be allowed to continue as they were. They recognized that something must be done to bolster their numbers, and began seeding the '''Prime''' with various rituals and magicks, means of calling upon the '''baatezu''' that would allow them more influence than the conjurers might hope. The '''tanar'ri''' were quick to follow suit, of course, and soon mortals themselves found ways of modifying the rituals, some (but not all) removing the hidden flaws and loopholes left by the '''baatezu'''. Thus the first binding spells began to spread through the '''Prime''', as well as possibly the first rituals of possession, and even perhaps the first reproducible recipe of lichdom. This increased planar contact with the '''Prime''' further led to the first major incursions in the opposite direction, mortal mages reverse-engineering the spells of summoning to develop the first spells of planar travel, making first inroads onto the planes and becoming the ancestors of the first planars; largely reptilian in this era, as reptilian societies were far less likely to be taken by the '''illithid'''. And while '''the Illithid Empire''' faded within the millennium of '''the Rebellion''', it marked the first sign that where the planes may have failed to turn the course of the '''Blood War''', perhaps mortals in sufficient means or ways could succeed where they failed.&lt;br /&gt;
&lt;br /&gt;
In the centuries and millennia following the fall of '''the Empire''', a surge in fiendish callings to the '''Prime''' began, and unsurprisingly, the first waves of half-fiends, '''cambions''', '''alu-fiends''', and '''tieflings''' followed soon after. And through them, a new rush of creativity was brought to the '''Blood War''', the flexibility of mortals bringing new perspectives that the rigid beliefs of the '''baatezu''', and even the '''tanar'ri''', had never thought of. Not bound by the strictures of a specific framework of philosophy or morality, the new blood thought in ways their ancestors never would have, though at times tainted by thoughts of mercy, justice, or other such concepts also beyond fiendish mindsets. Not merely half-fiends, though, but the first significant wave of liveborn fiends also came about during this period, if bringing with it many of the same stereotypes associated to mortal-blood. The second wave of fiendish exploration was soon to follow, each side picking up on the adventurous spirit of mortals and seeking out lost relics or places of power that could turn the tide in the War; this second '''Age of Exploration''' was most marked by the first discovery of [[Sigil_(Planescape)|Sigil]] by the '''tanar'ri''', kicking off a number of failed attempts by both '''tanar'ri''' and '''baatezu''' at taking the city.&lt;br /&gt;
&lt;br /&gt;
== The Chasm Erupts ==&lt;br /&gt;
&lt;br /&gt;
With new blood, new resources, and the flow of petitioners from the Prime restored to its former levels if not greater, the '''Blood War''' surged for the next millennia, on occasion spilling over to the '''Outlands''', the '''Astral''', '''Acheron''', '''Pandemonium''', and even for one brief occasion [[Sigil_(Planescape)|Sigil]]. This period of the War was marked, as mentioned, by wholly new developments: new breeds of fiends, new weapons techniques, the first experimentations at ritualistic replacement of innate fiendish powers, and even applications of spellwork taken from mortals, including the introduction of construct and undead soldiers to the ranks. This surge could not last forever, of course, and eventually it settled down as new habits engrained themselves and new lines were drawn. The increasing planar presence of mortals, however, led to even more sources of bodies for combat, with the introduction of the first mercenary companies to the planes a welcome sight to the generals of both sides.&lt;br /&gt;
&lt;br /&gt;
Eventually, as complacency wore in, and even some of the oldest fiends sought an end to the violence, there erupted a '''great yawning chasm''' upon the '''Grey Waste''' directly beneath the '''yugoloth''' '''Fortress Ghoresh'''. This great pit, known afterwards as the Ghoresh Chasm, shows striations both physical and auratic along its length indicative of both the shifting tones of chaos and the rigid lines of law, intertwined in a spiral formation along its length down as far as any could observe. Exploratory '''yugoloth''' parties sent into those depths were lost, and analysis by oracles, sages, and diviners of the patterns along its surface suggested that only a perfect cooperation of law, chaos, and neutrality could unlock whatever secrets it held.&lt;br /&gt;
&lt;br /&gt;
And so for the first time in thousands upon thousands of years, the Blood War halted, this time a full truce called between the '''baatezu''' and '''tanar'ri''' with '''yugoloth''' mediation that they might cooperate and investigate this pit and determine just what '''the Ghoresh Chasm''' meant and what it implied. For months, the two forces sent their best minds to analyze '''the Chasm''', with all observers watching with bated breath for the other shoe to drop. A conclave of the three sides was established about '''the Chasm''', and the highest ranks for once agreed to meet in person to discuss matters. '''Generals Bel''' and '''Ilssender''', amongst the most decorated of the '''baatezu''' and '''tanar'ri''' respectively, were to lead the meeting with any number of lesser squadron leaders and diplomats.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, however, the conclave quickly fell to blows, upon something as minor as '''General Ilssender''' refusing to move from '''General Bel's''' assigned seat. The entire force of baatezu and tanar'ri struck at one another, with any number falling into '''the Chasm's depths''', as the '''yugoloths''' for once utterly failed to bring about any measure of control over events. Both sides retreated from '''the Chasm''' but for a smattering of fiendish sages that had hid themselves from the combat, and the '''Blood War''' once more erupted in full force. Though erstwhile attempts at resuming the truce on behalf of returning to study '''the Chasm''' began here and there, never again have they reached any measure of success, to the great frustration of the '''yugoloth''' as well as those few sages still willing to cooperate if only allowed to do so.&lt;br /&gt;
&lt;br /&gt;
== Modern Era ==&lt;br /&gt;
&lt;br /&gt;
Following the failure of '''the truce of Ghoresh''', the '''Blood War''' returned much as it had been, though Prime contact began to grow into even greater prominence. In this time some of the most significant Prime civilizations of the so-called Modern Era were at their peaks, including many still well-known today: '''Netheril''', the '''Suel Imperium''', and the '''Thri'Kreen''' and '''Al'Malamut''' Empires being among the most written-on. With them and their arcane experimentations came a new wave of mortal exploration and a vast increase in summonings, deals, and planar contact in general. Though the invigoration brought about by new blood wasn't nearly as all-encompassing as it was previously, it did bring with it new mercenary blood not nearly as weary, as well as a heightened sense of morale on both fronts that their efforts may be showing some success by bringing new mortals to their causes.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, these new mortals settled throughout the planes, forming new planar populations, while the Blood War pressed on. As always, little to no progress was achieved by either side, the two forces evenly matched. Then, in a surprise to all, a significant blow was struck: the death of '''XXXXXX''', self-proclaimed lord of the undead, not by any baatezu force but rather by the demigoddess '''Kiaransalee'''; such a thorough attempt at purging him from existence that his very name was removed from every record throughout all reality. One of the three most significant '''Abyssal Lords''' in the entire plane, his armies of undead were considered a key backbone to '''Blood War''' efforts, and with his death these armies were lost in but an instant, either de-animated or released of their own accord. The '''tanar'ri''' scrambled to make up ground, unsure whether to seek some means of restoring '''XXXXXX''' or to call upon '''Kiaransalee's''' offer to replace the forces; by then, '''Lolth''' had herself held some significant forces in play in the '''Blood War''', and few were eager to risk her ill will in such a dark time. Other planar forces were simply not an option, far too risky to make up such slack. Yes, surely the '''tanar'ri''' numbers could make up the difference eventually, but losses were already beginning.&lt;br /&gt;
&lt;br /&gt;
They found aid, however, in an unexpected ally. The [[Dustmen_(Planescape)|Dustmen]], themselves transient allies of '''XXXXXX''', offered their own fairly considerable necromantic services in his name. Here was an organization with no prior bounds to the Blood War, and with fairly considerable resources, that had slipped entirely under the glance of the '''tanar'ri'''. And so their eyes were first opened to the factions of [[Sigil_(Planescape)|Sigil]] and the potential they held. Indeed accepting the aid of the [[Dustmen_(Planescape)|Dustmen]], they began seeking contact with the other factions that seemed to hold common purpose with them. Within mere years, the baatezu followed suit, Bel in particular quick to solidify connections. [[Sign_Of_One_(Planescape)|Sign of One]] and [[Mercykillers_(Planescape)|Mercykillers]] aiding the '''baatezu''', the [[Revolutionary_League_Planescape|Revolutionary League]] and [[Fated_(Planescape)|Fated]] aiding the '''tanar'ri''', and the [[Doomguard_(Planescape)|Doomguard]] offering their knowledge to both. Bringing far greater strength and ambition to both sides, sending the '''Blood War''' surging further out into the planes than it had been recorded in ages, at times even touching upon the Upper-side regions of the '''Outlands'''. And so the War as it is today stands, far more intertwined with mortals than it ever had been.&lt;br /&gt;
&lt;br /&gt;
== Current State ==&lt;br /&gt;
&lt;br /&gt;
While today the majority of fighting occurs on '''Carceri''', '''Gehenna''', and '''Grey Waste''', it's hard to determine any specific front lines due to the fluctuating nature both of planar travel and of the armies themselves. Still, it is rare that any significant combat happens outside these three planes, or even outside '''Othrys''', '''Khalas''', and '''Oinos'''.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Blood_war_(Planescape)&amp;diff=9831</id>
		<title>Blood war (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Blood_war_(Planescape)&amp;diff=9831"/>
		<updated>2020-03-25T11:21:56Z</updated>

		<summary type="html">&lt;p&gt;Depili: Created page with &amp;quot;There is no question that the '''Blood War''' is the most significant event on the Planes; having gone on since the dawning days of sentience, this battle for the supremacy of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no question that the '''Blood War''' is the most significant event on the Planes; having gone on since the dawning days of sentience, this battle for the supremacy of Law or Chaos has marked not only the '''Lower Planes''', but the whole of the multiverse for eons on end, seemingly never-ending in its bloodshed and violence. No one can walk the planes for long before encountering something, somewhere, or someone incontrovertibly touched by the '''Blood War''', and hardly ever the better for it.&lt;br /&gt;
&lt;br /&gt;
= Involved Parties =&lt;br /&gt;
&lt;br /&gt;
The '''Blood War''' is almost entirely a fight between the '''baatezu''' of '''Baator''' and the '''tanar'ri''' of the '''Abyss''', a balance between the perfect obedience of the '''baatezu''' and the tremendous numbers of the '''tanar'ri'''; their first battles marked the beginning of the war, and every major event in its history has been at the hands of one or the other. Thousands upon thousands of each fiend are spawned to serve as nothing but cannon fodder for the gristmills that are the front lines of the '''Blood War'''. On the side of the '''baatezu''', the '''Blood War''' is largely run by the '''Dark Eight''', a collection of eight '''pit fiends''' dating back to the original fall. Once soldiers of '''Asmodeus''' himself, today they are charged with leading the forces of the '''baatezu''' in battle, arranging for materiel and intelligence support, handling diplomatic military arrangements with outside organizations, and any other related duties that may fall under the purview of the War. The '''tanar'ri''' of course have no such structure, but some '''Abyssal Lords''' have more direct interest in the '''Blood War''' than others. '''Pazuzu''', '''Graz'zt''', '''Alzrius''', '''Lissa'aere''', and '''Vucarik''' are amongst those known to have the greatest interest in the War, though it's rare the Lord with absolutely no stake in it whatsoever; somewhat surprisingly, though, and in contrast to '''Asmodeus''', '''Demogorgon''' indeed does have little to no interest in the War, perhaps having gained his fill in service to the '''Queen of Chaos''' long ago. And while not all '''tanar'ri''' have spent time on the battlefields, those chosen for it must fight or face the wrath of the '''molydei''', who are always hunting for deserters, or simply travelers that can be impressed into the '''Abyssal''' ranks. Of course, while these two fiendish kinds may comprise the majority of forces on the '''Blood War battlefields''', there are more than a few others that involve themselves for their own varied reasons.&lt;br /&gt;
&lt;br /&gt;
Chief among these are the '''yugoloth''', the fiends of the '''Grey Waste'''. Mercenaries for hire by either side, they offer their talents in combat, infiltration, or tactical planning to the highest bidder, their long-practiced skills often turning the tide one way or the other. They seem to have no allegiance but their own, perfectly willing to serve which ever side suits them so long as the price is right. Not always something as simple as gold or gems, but arcane knowledge, prisoners, any one of a variety of opportunities that they find suitable for the task requested. Some even say that the '''Blood War''' persists by their hand, the slaughter guided towards one direction or another according to their hidden desires towards some unknown end; while the same has been said about nearly every planar event of any significance since the dawn of history, the far more blatant involvement in the '''Blood War''' leads many to wonder if in this situation it might not be true.&lt;br /&gt;
&lt;br /&gt;
A surprise to some, the '''modrons''' are in fact a significant force in the '''Blood War''' as well, aiding the '''baatezu''' in demonstrating the ultimate supremacy of Law. Though not precisely allied with the '''baatezu''' per se, '''Primus''' has no desire to see chaos win out to any degree; as such, he has committed to the '''Blood War''' efforts the '''Army of the Blood War''', a force nearly one million modrons strong, separate from the '''Mechanus''' military heirarchy. While this force does occasionally cooperate or coordinate with '''baatezu''' actions, far more commonly they are simply sent out against front-line '''tanar'ri''' strongholds or forces, fighting alongside '''baatezu''' but not entirely with them.&lt;br /&gt;
&lt;br /&gt;
The celestials, however — contrary to the thoughts of many '''Primes''' — most commonly keep far away from the '''Blood War'''. There are some exceptions, the renown '''Sword of Vengeance''' being one of the most prominent such, but since both the betrayal of the '''eladrin''' by the '''tanar'ri''' during the '''Tanar'ri Rebellion''' (resulting in the '''Sorrow of Androlynne''') and the utter failure of the '''Celestial Invasion''' to do any more than turn the full force of both fiendish armies against their might, the result of the '''Celestial Schism''' that followed was to leave the forces of Good hesitant to step in, for the large part relieved that the War at least keeps both fiendish kinds distracted from other matters that might have their attention otherwise. The end result of the '''Celestial Invasion''' was enough to bring even the highest of celestials the awareness of what a focused fiendish army could truly do without the '''Blood War''' to draw its ire. Rumors fly that there may even be sects amongst the celestial kinds that go so far as to encourage the '''Blood War''' through arms trade or information warfare, though such claims are solidly dismissed as ludicrous whenever brought before the celestials.&lt;br /&gt;
&lt;br /&gt;
Though many may be tempted to, one cannot ignore the impact of the thousands and thousands of mortal mercenaries hired by both sides on the '''Blood War'''. While in terms of pure numbers these men and women are hardly noticeable against the backdrop of warfare, mortal contribution has long been marked as providing the most unexpected developments in the War since its earliest day, even into recent years. Further, the '''Blood War''' remains the top employer of mercenary force across the planes, and has since the first mortals stepped upon it, despite the immense mortality rates and the trauma such battles as are found in the War can inflict. This has had quite the impact on mercenary companies upon the planes, with nearly all having to account for it outright in one fashion or another: whether it be full-on devotion to one side or another, open hiring by either '''baatezu''' or '''tanar'ri''' if the pay is good, assignments on a person-by-person basis, or any number of such schemes. And of course, more than a few such companies have even taken hard lines against '''Blood War''' employment despite the lucrative contracts it brings, if only that they don't lose employees faster than they can acquire them.&lt;br /&gt;
&lt;br /&gt;
Finally, there are minor contributions or involvement by nearly every other significant culture upon the planes. The '''slaadi''', perhaps surprisingly, are rarely involved as they are just as likely to strike against '''tanar'ri''' as '''baatezu''' should the whim strike, their innate individuality ironically giving most of them no great devotion to chaos as a philosophy; as a result, the '''tanar'ri''' hesitantly call upon them thanks to this innate unreliability. The rilmani grow involved only when the balance seems to be tipping too far in one direction or another, but the '''Blood War''' is such a wide-ranging and embroiled conflict that even they at times have trouble seeing the balance held at any given time; thus, it's rare to see a rilmani even at a significant Blood War event. And the more minor planar peoples — the '''gehreleth''', the '''bladelings''', the '''githzerai''' and '''githyanki''', etc. — while certainly fighting from time to time (often in either a general self-defense or a mercenary role), rarely have any consistent or notable devotion to the War.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
== Baatezu ==&lt;br /&gt;
&lt;br /&gt;
Amongst the '''baatezu''', initial preparation for a '''Blood War''' sortie occurs either from '''Avernus''' or from '''Stygia''', depending on if the destination is to be reached by gate travel or via the '''River Styx'''; the former is far more common, as it relies less on the somewhat unpredictable winds and ways of the River, but depending on situation, the '''Styx''' may be judged a reasonable necessity. Once armed, supplied, and verified, squadrons are dispatched in strict regiment, with travel proceeding across the '''Great Ring''' if battle is to be met merely in '''Gehenna''', but via the '''Outlands''' or, rarely, even through [[Sigil_(Planescape)|Sigil]] itself if a more distant destination.&lt;br /&gt;
&lt;br /&gt;
'''Baatezu''' forces are divided into three units, known as &amp;quot;Commands&amp;quot;. The most commonly encountered is the '''Third Command''', led by generals '''Bel''', '''Meritos''', and '''Hanariel'''; this Command is the rank-and-file of the '''baatezu''' armies, with the majority of the ranks filled by the least of their number. '''Lemures''' and '''nupperibos''' make up the vast majority of most battles, herded into combat by the thousands, if not millions for the especially significant conflicts, most often shepherded by '''spinagon''' or '''abishai''', or rarely a less-talented '''barbazu''' not deserving of higher duty, to ensure they stay on track. The higher ranks of most combat consists of the '''First Command''', led by generals '''Alusiel''', '''Phanior''', and '''Galarond''', made up of air forces and elite unites. The '''barbazu''' are most commonly seen in the thick of things, the most vicious of '''Baatorian''' soldiers, with '''abishai''' providing magical support, '''hamatula''' serving as advance scouts and patrols, and '''erinyes''' keeping the entire collection directed, passing along direction from above. The average '''First Command''' unit is led on the field by a handful of '''cornugon''' or '''gelugon''', but in especially large battles, entire squadrons of these '''baatezu''' will be sent out, led by '''pit fiend''' generals on the battlefield. It's only these greatest of battles that bring forth '''pit fiends''', most instead preferring to direct battle from afar via divination and telepathy, passing along orders and guidance to the '''cornugon''' who then filter it down as needed to the lower ranks. Finally, the '''Second Command''' is the naval command, under the leadership of generals '''Kobbis''', '''Meathe''', and '''Laginus'''. Though sea battles are rare in the '''Blood War''', the '''Second Command''' is charged with transporting any units that require sea- or river-travel, including ferrying along the '''Styx'''; as a result, their support is key in many battles. The ranks of the '''Second Command''' are largely filled with '''abishai''' and '''erinyes''', with lesser ranks not trusted to handle themselves on the '''Styx''' without losing their minds; '''osyluths''' make up the majority of lieutenants and boatsmen, with '''amnizu''' and, less commonly, '''cornugons''' filling the upper ranks.&lt;br /&gt;
&lt;br /&gt;
== Tanar'ri ==&lt;br /&gt;
&lt;br /&gt;
In contrast, the '''tanar'ri''' have of course little order to their way of things. Nearly all '''tanar'ri''' embarkations are made from the realm of '''Durao''', but this is simply due to its '''Stygian piers''' also holding convenient access to the '''Plain of Infinite Portals''', allowing for both quick collection and quick dispatch of forces both willing and not; while it's strictly avoided in the case of the '''baatezu''' due to lack of time to learn their specific stratagems, the '''tanar'ri''' (specifically, the '''molydei''') have no compunctions about conscripting any and every bit of aid they can find, whatever plane that may be. '''Tanar'ri''' armies are a morass of fiends and &amp;quot;allied&amp;quot; forces with no rhyme or reason, occasionally but not consistently armed and supplied by the master of a given battle. Once enough of these soldiers are gathered, they're sent out to fight as soon as possible (if only to avoid the in-fighting that inevitably occurs when too many '''tanar'ri''' are in the same place for too long), sent out by whatever method has been chosen by whoever happens to be leading this gathering of forces. At times speed is the desired factor, at others surprise, but contrary to common belief, there is at least some sense and thought put into '''tanar'ri''' battle plans; perhaps not nearly as much as the '''baatezu''', but it is far from random happenstance and feel as they may claim.&lt;br /&gt;
&lt;br /&gt;
The lowest ranks of the '''tanar'ri''' are filled by '''manes''' and '''rutterkin''', directed by '''dretch''' infantry that do their best to keep these mad figures pointed at the proper enemies, and '''babau''' keeping them all on track. The '''barbazu''' are matched amongst the '''tanar'ri''' by the '''buleazu''' and '''armanites''', both fearsome fighters in their own regard, the former prone to unbreakable bloodlust while the latter quite skilled at sudden hit-and-run force. '''Alu-fiends''' provide arcane support, while '''cambions''' either fight alongside the other ground forces or act as advance scouts and infiltrators, a dual role also filled depending on situation by '''bar-lgura''' and '''maurezhi''' respectively. '''Goristroi''' serve as living siege engines, similar in some respects to mortal army elephants, and often ridden in a similar manner into battle by entire squadrons of fighters more adept at ranged combat. '''Vrocks''' serve as the elite fighters, adept both at aerial combat and at acting in surprising concert to direct their innate and powerful magics against foes. A given sortie will most commonly be led by a '''marilith''' or '''balor''' tactician, with a collection of '''hezrou''' distributed throughout the ranks to relay orders and ensure that the demands of the leaders are born out; under threat of punishment if necessary, but the '''Blood War''' is of such deep importance to so many '''tanar'ri''' that such threats are rarely necessary, the lesser following these demands out of pure respect for the devotion and intelligence they show (yet quick to act independently if they see what seems a better option).&lt;br /&gt;
&lt;br /&gt;
= Tactics =&lt;br /&gt;
&lt;br /&gt;
Once arriving at the battlefield, the least of both sides are the first sent into the fray, thousands of '''lemures''' and '''nupperibos''' sent directly into at least as many '''manes''' and '''rutterkin''', each side quickly followed behind by their greater forces. While occasionally shock tactics and surprise strikes are done by both sides, thanks to '''natural telepathy, summoning, and teleportation''' any such strike rarely keeps advantage for long, as any surprised party can usually call upon support near-instantly. (Though there have been more than a few times where the defending party in a surprise attack was slain before they could call upon any of these resources.) '''Baatezu''' nearly always fight in rigid formations predetermined by their generals, quickly regrouping and rearranging in practiced patterns to respond to differing terrains, conditions, and situations, while '''tanar'ri''' more often than not charge in en masse, seeking to overwhelm both by force of numbers and by pressing until a weakness is found and pouncing.&lt;br /&gt;
&lt;br /&gt;
'''Blood War battlefields''' are a mess of swinging blades and blasts of magical energy flying in all directions, a hazard not only to combatants but to anyone in the general area. And while fiends are resistant to many forms of magical energy, let alone their innate resistance to magic in general, this by no means reduces their usage on the battlefield. Far too useful a weapon to simply abandon because it isn't guaranteed, the many-varied innate magical abilities and learned spellwork of fiends are let fly in all respects, even if only to strike out against equipment or non-fiendish aid. In fact, because they possess so much innate, theoretically-inexhaustible magic, battles between fiends tend to involve even more prolonged magical use than any mortal fight. The average mortal magic duel rarely lasts beyond three minutes, but a '''Blood War''' strike can easily stretch on for an hour before one side is devastated or destroyed, innate magic striking out all the while. This of course has significant impact on local conditions, and with so much magical energy released over such a relatively short period of time, strange effects often follow in the wake of a '''Blood War battlefield'''; wild or dead magic zones, tears in space, necromantic hot zones, and spellhaunts are amongst the more common, but the specific results depend on the precise conditions, which can rarely be predicted in advance.&lt;br /&gt;
&lt;br /&gt;
Of course, the innate magic that poses the most significant difference to fiendish warefare is their natural '''innate teleporation'''. Thanks to this ability, possessed by the higher ranks of both forces, as well as the disconnected nature of '''Blood War battlefields''', there is little sense of &amp;quot;side&amp;quot; to such combats, and following the initial contact there is no sense of front or rear rank in a given battle, nor any safety gained by any one position in a given battlefield relative to any other. This is not to say that fiends are constantly blinking about every second, but it does mean that tracking the events of a given battle can be extraordinarily difficult even in the best of situations. Despite their natural teleportation, though, '''Blood War''' battlesites tend still to be quite concentrated, for two reasons. For one, just because you can blink away as well as your foe doesn't mean you automatically know where exactly they blinked to, and thus a retreat away from the battlefield tends to be successful. (Not to mention effects like the natural unpredictable teleportation of '''Oinos''', for example.) Second, however, is that '''Blood War''' battles are often fought not over arbitrary tracts of land that just happen to be contiguous as in mortal wars, but over land, artifacts, or even people of some sort of value to one side or the other, and as such battles tend not to stray much from that target or else they may as well simply be giving it away to their opponents.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
== Origins ==&lt;br /&gt;
&lt;br /&gt;
The '''Blood War''', as is known to many sages, has as its origins a much older, yet much more protracted war: the ''' Between Law and Chaos'''. This conflict was fought in the ancient past between the then-ruling kind of the '''Abyss''', the '''obyrith''', and the '''Wind Dukes of Aaqa''', with the '''archomentals''' offering aid to both sides as their outlooks saw fit. The '''obyriths''', led by the '''Queen of Chaos''', fought against the '''elemental forces of Law''' via their servitor kind, the '''tanar'ri'''; one of the first efforts at transmuting the spiritual entities that filled the planes into new, plane-appropriate forms. This war came to a head in a region known as '''Pesh''' upon the world of '''Oerth''', in the ancient prehistory of that place. (In fact, the only reason the battle has been associated to that world is mention of the nearby iconic '''White Plume Mountain''' and recent extraordinarily-ancient tombs found in their vicinity.) The forces of the '''Queen of Chaos''' were defeated via the '''Rod of Law''', a creation of the '''Wind Dukes''' of immense power, that enabled the imprisonment of then-'''Prince of Demons Miska the Wolf-Spider''' deep within the depths of '''Pandemonium'''. The Rod, however, was shattered in the battle, transforming it into the artifact known today as '''the Rod of Seven Parts'''. The resulting loss was so great that the '''Queen of Chaos''' pulled all forces from the war, and without her help, the '''Archomentals of Chaos''' fell to simple infighting against the '''Archomentals of Law'''. However, the '''Wind Dukes''' themselves were utterly decimated; though they did indeed defeat the '''Queen of Chaos''', only but a handful remained to celebrate it.&lt;br /&gt;
&lt;br /&gt;
With this weakening of their '''obyrith''' masters, the '''tanar'ri''' saw their chance. Calling the aid of the '''eladrin''' for ending a slavery that had lasted millennia, they together overthrew the '''obyriths''', executing or exiling as many as they could grab. And once their revolution was complete and their grip on the '''Abyss''' was unquestionable, they turned on the '''eladrin''', slaughtering them and driving them out from the plane. Thus the '''tanar'ri''' stood as masters of the infinite depths, the few surviving '''obyriths''' nothing but a relic of days gone by.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, across the '''Lower Planes''' in '''Baator''', the '''baatezu''' had little interest or even awareness of the events of the War. Their focus in these early days was entirely upon the '''Prime Material Plane''', as per what was both then and now seen as one of the highest duties of the '''baatezu''': the corruption of mortal souls. They were not blind to the planes — in fact, there had always been the occasional skirmish between '''baatezu''' and '''tanar'ri''' since their first chance encounter upon the '''Grey Waste''' some time hence, though nothing so fervent as today — but it simply paled below their chief duty. It was in fact not until that great battle upon the '''Fields of Pesh''' that '''Asmodeus''' and his lessers first bothered to turn their attention to this matter. To them, this great victory in the name of Law seemed to say it all. Though the '''Wind Dukes''' may have largely passed on in their victory, its implication still held true in their eyes: Law was supreme over Chaos. And so they may have continued, self-satisfied in the proof of their own superiority.&lt;br /&gt;
&lt;br /&gt;
But then the '''tanar'ri''' didn't fall, and for the first time, and perhaps the last, '''Asmodeus''' was surprised. They in fact improved their position in the fall of the '''obyriths''', contrary to all he could have expected. They flaunted the very essence of Law with their success in the fate of their own defeat, a contradiction that could not be solved. And so the skirmishes grew and grew in intensity, the '''baatezu''' wishing to demonstrate to the '''tanar'ri''' what they ought to have learned after the defeat at '''Pesh''', and the '''tanar'ri''' wishing to bow to no power in the name of utter freedom through force of arms. While there is no one specific fight that can be said to be the start of conflict, the '''Blood War''' had begun.&lt;br /&gt;
&lt;br /&gt;
== Dawning Days ==&lt;br /&gt;
&lt;br /&gt;
The earliest times in the '''Blood War''' were in many ways the most successful for both sides. It was mere years before both forces noticed how force of belief could literally move entire regions under the domain of one or another side, and the battles for the weakest portions of the '''Lower Planes''' were intense to a degree that had never before been seen. It was common in these days for total warfare to erupt in '''Avernus''' or '''Pazunia''' themselves, even on occasion deeper layers of each plane. And occasionally these battles were even successful at hauling a portion of '''Baator''' into the '''Abyss''', or a piece of the '''Abyss''' into '''Baator''', not to mention the effects on '''Carceri''', '''Gehenna''', or the '''Grey Waste''' itself. So much was in flux in the first centuries of the War that one could not even truly define a front line to the fighting.&lt;br /&gt;
&lt;br /&gt;
Over time, though, these triumphant victories slowed amongst both sides, with each growing more accustomed to the tactics of the other, starting a mutual arms race between the two to find any weaknesses that could be exploited in the other. Neither could stray far from their own inner nature, of course, which made any significant amount of study hopeless. Still, there were the occasional shining examples of new stratagems, spellworks, or devices emerging from this rush to outsmart the other. '''The great Four-Cross of General Bel''', the strategem that cemented his reputation for tactical genius and placed him at the head of the '''Third Command''', emerged from this time period, as did the '''tanar'ri Mask of the Pit''', though it was significantly less successful. In fact, many spells still used today are said to have come about from this very research, only to filter down through the millennia, having lost all fiendish connotations in the intervening time. Lesser spells of summoning, circles of protection, dimensional locks and anchors, all and more are believed to have come from the '''Blood War'''.&lt;br /&gt;
&lt;br /&gt;
== Celestial Invasion ==&lt;br /&gt;
&lt;br /&gt;
As the '''Blood War''' gained in force and presence, it began to worry the celestials. The '''archons''' and '''angel'''s had already had much to unnerve them in the '''baatezu''', many of whom (especially in those old days) had not so long ago stood upon the Mount with them. The '''eladrin''' had much to hate about the '''tanar'ri''' after their betrayal. And now this War which seemed to threaten to embroil the entire multiverse if left unchecked. They could not stand for this, and they knew that while these fiends were distracted with their war, the celestial host could move upon them and cow the fiends with the full force of their arms. Millions upon millions of celestials moved upon the '''Lower Planes''' as a single great unit, looking to end the danger once and for all.&lt;br /&gt;
&lt;br /&gt;
Little could have diverted the fiends from the '''Blood War''' even at this early time, but the mass invasion of millions of celestials was certainly it. And they hadn't counted on a key fact: these were people that had spent centuries warring, that had learned techniques, methods, weapons, and magicks that the celestials hadn't even dreamed of. Though the fiends never truly worked as one, they put aside their differences in the short term in repelling the invading armies, a postponement of their battle until this threat could be dealt with. It was a year-long slaughter for the celestials; of all the millions that went into the battle, only a few thousand survived to the end of the year to return home. The loss was so devastating and such a blow to morale that it sent the survivors and their home superiors into a philosophical tailspin leading to a general policy of withdrawal from direct combat and action only to protect innocents.&lt;br /&gt;
&lt;br /&gt;
== The Powers Intercede ==&lt;br /&gt;
&lt;br /&gt;
Following the failed invasion, centuries upon centuries passed of continuing warfare, before even the powers themselves decided to try and bring an end to the fighting and bring forth victory in their name once and for all. While most of the Lawful powers were hesitant to intercede due to questionable clauses in the '''Pact Primeval''', and the more significant Chaotic powers cared little for planar affairs, especially in these early days before planar travel had come to their mortal followers, some minor powers of the '''Abyss''' felt that were they to gain favor with the '''tanar'ri''' and help lead them to victory, it would surely lead them to greatness of their own. They may have sought to make a blow against the forces of Law, to spread chaos by whatever means, or perhaps even the worship of the '''tanar'ri'''; whatever the individual reasons, the first alliance between '''tanar'ri''' and power was thus forged, an agreement between the fiends and '''Thuon''', an intermediate single-sphere power of chaos and destruction that called the '''Abyss''' home. And once that first agreement was made, other powers soon fell in alongside the '''tanar'ri''' in '''Thuon's''' wake: among others, '''Laogzed''', '''Loki''', '''Kanchelsis''', and '''Ekwensu''' all offered their aid against the '''baatezu'''.&lt;br /&gt;
&lt;br /&gt;
It must be pointed out that today the idea of a power directly fighting alongside mortals, even upon the planes, in a matter not directly involving another deity is ludicrous. In these early days, however, the planes were seen by most powers as purely under their purview, and the '''Divine Compact''' held little in the way of restrictions on deities acting against other planar beings. And so indeed, the deities physically manifested upon '''Blood War''' battlefields, nearly always to great success. Of course, this divine involvement drew attention from others, and while even the minor Lawful deities did not wish to embroil themselves into the minutiae of the '''Pact Primeval''', they did not wish the War to end so abruptly and so destructively, the violence already wreaking havoc even beyond '''Baator'''. Thus a number of deities of Law interceded, if only to combat the deities of Chaos walking the battlefield. Then followed more deities of Chaos, more of Law, and so on until it almost seemed that was once a battle purely of the fiends may have turned to an all out battle of the very powers themselves.&lt;br /&gt;
&lt;br /&gt;
But then, an act that none could have predicted: the utter death of '''Thuon''', not at the hands of another deity, but at the hands of the '''baatezu'''. None are sure how it was accomplished, but all present watched him wither to nothing before the eyes of those in combat, his avatar shriveling to dust at the same moment that his corpse manifested upon the '''Astral'''. The '''baatezu''' were quick to claim the credit, and none stepped forward to contest it. This act, whatever means were applied to bring it about, struck true terror in the hearts of the collected deities for the first time they could remember. The idea that fiends, beings barely a step above mortals, could bring about such an act without divine aid was enough for the gods to immediately withdraw all direct involvement, limiting themselves, as on the '''Prime''', to the aid of followers alone. And much as with the celestial invasion, this act defined general policy for deities for ages to come, with the following '''Godmoot''' occupied almost wholly with discussion on proper reaction to the death of '''Thuon''' alongside the task of appending the '''Divine Compact''' to include restrictions on planar manifestations, if only for the mutual safety of the divine.&lt;br /&gt;
&lt;br /&gt;
Some deities still involve themselves in the '''Blood War''' today, of course. Many powers of war in all its varied form, from '''Kiri-Jolith''' to '''Morrigan''', send their followers in to fight, enjoying the rush of the vastest war in existence if vicariously, while others encourage it more indirectly, supporting it much as the rumored celestials simply so the fiends do not cease their efforts and turn their attentions outwards; '''St. Cuthbert''' is such a power, for example, as is '''Arvoreen'''. However, they each are wary not to grow too involved, that they do not themselves face the lesson poor '''Thuon''' endured so long ago.&lt;br /&gt;
&lt;br /&gt;
== And So It Goes ==&lt;br /&gt;
&lt;br /&gt;
With the failure of the powers to truly join directly, the '''Blood War''' was able to role on largely unchanged for millennia upon millenia. Both sides grew increasingly staid, with battles far too evenly matched for either to make any significant progress. Morale ticked away bit by bit, plummeting upon the spread of '''the Illithid Empire''' as the flow of petitioners to both the '''Abyss''' and '''Baator''' slowed to a trickle, souls that may otherwise have been destined for or seduced to their lands instead pulled into the hopelessness of the '''Grey Waste''', brought to '''Carceri''' thanks to the betrayal of their peers to the illithid, or even lost to the planes entirely thanks to a complete loss of belief. For nearly a year, the War halted but for the rare skirmish as both sides regrouped, seeking means of dealing with this lack of petitioners; it was during this time that the larva trade with the Waste first came into vogue, the night hags of Hades first finding their calling as soul traders if only to supply the forces of both sides.&lt;br /&gt;
&lt;br /&gt;
Indeed, morale was such an issue during this time, an entire settlement of lesser '''baatezu''' rebelled thanks to encouragement by the '''tanar'ri''', rising up against their superiors and spilling entirely over to chaos in a successful repeat of the much older '''Mask of the Pit''' gambit. While the rebellion was quashed by '''Dark Eight''' themselves (following the decimation of a squadron of '''balors''' that hoped to take advantage of the situation by the rebels themselves), this still sent a message deep into the heart of '''the Lords of the Nine''': things could not be allowed to continue as they were. They recognized that something must be done to bolster their numbers, and began seeding the '''Prime''' with various rituals and magicks, means of calling upon the '''baatezu''' that would allow them more influence than the conjurers might hope. The '''tanar'ri''' were quick to follow suit, of course, and soon mortals themselves found ways of modifying the rituals, some (but not all) removing the hidden flaws and loopholes left by the '''baatezu'''. Thus the first binding spells began to spread through the '''Prime''', as well as possibly the first rituals of possession, and even perhaps the first reproducible recipe of lichdom. This increased planar contact with the '''Prime''' further led to the first major incursions in the opposite direction, mortal mages reverse-engineering the spells of summoning to develop the first spells of planar travel, making first inroads onto the planes and becoming the ancestors of the first planars; largely reptilian in this era, as reptilian societies were far less likely to be taken by the '''illithid'''. And while '''the Illithid Empire''' faded within the millennium of '''the Rebellion''', it marked the first sign that where the planes may have failed to turn the course of the '''Blood War''', perhaps mortals in sufficient means or ways could succeed where they failed.&lt;br /&gt;
&lt;br /&gt;
In the centuries and millennia following the fall of '''the Empire''', a surge in fiendish callings to the '''Prime''' began, and unsurprisingly, the first waves of half-fiends, '''cambions''', '''alu-fiends''', and '''tieflings''' followed soon after. And through them, a new rush of creativity was brought to the '''Blood War''', the flexibility of mortals bringing new perspectives that the rigid beliefs of the '''baatezu''', and even the '''tanar'ri''', had never thought of. Not bound by the strictures of a specific framework of philosophy or morality, the new blood thought in ways their ancestors never would have, though at times tainted by thoughts of mercy, justice, or other such concepts also beyond fiendish mindsets. Not merely half-fiends, though, but the first significant wave of liveborn fiends also came about during this period, if bringing with it many of the same stereotypes associated to mortal-blood. The second wave of fiendish exploration was soon to follow, each side picking up on the adventurous spirit of mortals and seeking out lost relics or places of power that could turn the tide in the War; this second '''Age of Exploration''' was most marked by the first discovery of [[Sigil_(Planescape)|Sigil]] by the '''tanar'ri''', kicking off a number of failed attempts by both '''tanar'ri''' and '''baatezu''' at taking the city.&lt;br /&gt;
&lt;br /&gt;
== The Chasm Erupts ==&lt;br /&gt;
&lt;br /&gt;
With new blood, new resources, and the flow of petitioners from the Prime restored to its former levels if not greater, the '''Blood War''' surged for the next millennia, on occasion spilling over to the '''Outlands''', the '''Astral''', '''Acheron''', '''Pandemonium''', and even for one brief occasion [[Sigil_(Planescape)|Sigil]]. This period of the War was marked, as mentioned, by wholly new developments: new breeds of fiends, new weapons techniques, the first experimentations at ritualistic replacement of innate fiendish powers, and even applications of spellwork taken from mortals, including the introduction of construct and undead soldiers to the ranks. This surge could not last forever, of course, and eventually it settled down as new habits engrained themselves and new lines were drawn. The increasing planar presence of mortals, however, led to even more sources of bodies for combat, with the introduction of the first mercenary companies to the planes a welcome sight to the generals of both sides.&lt;br /&gt;
&lt;br /&gt;
Eventually, as complacency wore in, and even some of the oldest fiends sought an end to the violence, there erupted a '''great yawning chasm''' upon the '''Grey Waste''' directly beneath the '''yugoloth''' '''Fortress Ghoresh'''. This great pit, known afterwards as the Ghoresh Chasm, shows striations both physical and auratic along its length indicative of both the shifting tones of chaos and the rigid lines of law, intertwined in a spiral formation along its length down as far as any could observe. Exploratory '''yugoloth''' parties sent into those depths were lost, and analysis by oracles, sages, and diviners of the patterns along its surface suggested that only a perfect cooperation of law, chaos, and neutrality could unlock whatever secrets it held.&lt;br /&gt;
&lt;br /&gt;
And so for the first time in thousands upon thousands of years, the Blood War halted, this time a full truce called between the '''baatezu''' and '''tanar'ri''' with '''yugoloth''' mediation that they might cooperate and investigate this pit and determine just what '''the Ghoresh Chasm''' meant and what it implied. For months, the two forces sent their best minds to analyze '''the Chasm''', with all observers watching with bated breath for the other shoe to drop. A conclave of the three sides was established about '''the Chasm''', and the highest ranks for once agreed to meet in person to discuss matters. '''Generals Bel''' and '''Ilssender''', amongst the most decorated of the '''baatezu''' and '''tanar'ri''' respectively, were to lead the meeting with any number of lesser squadron leaders and diplomats.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, however, the conclave quickly fell to blows, upon something as minor as '''General Ilssender''' refusing to move from '''General Bel's''' assigned seat. The entire force of baatezu and tanar'ri struck at one another, with any number falling into '''the Chasm's depths''', as the '''yugoloths''' for once utterly failed to bring about any measure of control over events. Both sides retreated from '''the Chasm''' but for a smattering of fiendish sages that had hid themselves from the combat, and the '''Blood War''' once more erupted in full force. Though erstwhile attempts at resuming the truce on behalf of returning to study '''the Chasm''' began here and there, never again have they reached any measure of success, to the great frustration of the '''yugoloth''' as well as those few sages still willing to cooperate if only allowed to do so.&lt;br /&gt;
&lt;br /&gt;
== Modern Era ==&lt;br /&gt;
&lt;br /&gt;
Following the failure of '''the truce of Ghoresh''', the '''Blood War''' returned much as it had been, though Prime contact began to grow into even greater prominence. In this time some of the most significant Prime civilizations of the so-called Modern Era were at their peaks, including many still well-known today: '''Netheril''', the '''Suel Imperium''', and the '''Thri'Kreen''' and '''Al'Malamut''' Empires being among the most written-on. With them and their arcane experimentations came a new wave of mortal exploration and a vast increase in summonings, deals, and planar contact in general. Though the invigoration brought about by new blood wasn't nearly as all-encompassing as it was previously, it did bring with it new mercenary blood not nearly as weary, as well as a heightened sense of morale on both fronts that their efforts may be showing some success by bringing new mortals to their causes.&lt;br /&gt;
&lt;br /&gt;
Over the centuries, these new mortals settled throughout the planes, forming new planar populations, while the Blood War pressed on. As always, little to no progress was achieved by either side, the two forces evenly matched. Then, in a surprise to all, a significant blow was struck: the death of '''XXXXXX''', self-proclaimed lord of the undead, not by any baatezu force but rather by the demigoddess '''Kiaransalee'''; such a thorough attempt at purging him from existence that his very name was removed from every record throughout all reality. One of the three most significant '''Abyssal Lords''' in the entire plane, his armies of undead were considered a key backbone to '''Blood War''' efforts, and with his death these armies were lost in but an instant, either de-animated or released of their own accord. The '''tanar'ri''' scrambled to make up ground, unsure whether to seek some means of restoring '''XXXXXX''' or to call upon '''Kiaransalee's''' offer to replace the forces; by then, '''Lolth''' had herself held some significant forces in play in the '''Blood War''', and few were eager to risk her ill will in such a dark time. Other planar forces were simply not an option, far too risky to make up such slack. Yes, surely the '''tanar'ri''' numbers could make up the difference eventually, but losses were already beginning.&lt;br /&gt;
&lt;br /&gt;
They found aid, however, in an unexpected ally. The [[Dustmen_(Planescape)|Dustmen]], themselves transient allies of '''XXXXXX''', offered their own fairly considerable necromantic services in his name. Here was an organization with no prior bounds to the Blood War, and with fairly considerable resources, that had slipped entirely under the glance of the '''tanar'ri'''. And so their eyes were first opened to the factions of [[Sigil_(Planescape)|Sigil]] and the potential they held. Indeed accepting the aid of the [[Dustmen_(Planescape)|Dustmen]], they began seeking contact with the other factions that seemed to hold common purpose with them. Within mere years, the baatezu followed suit, Bel in particular quick to solidify connections. [[Sign_Of_One_(Planescape)|Sign of One]] and [[Mercykillers_(Planescape)|Mercykillers]] aiding the '''baatezu''', the [[Revolutionary_League_Planescape|Revolutionary League]] and [[Fated_(Planescape)|Fated]] aiding the '''tanar'ri''', and the [[Doomguard_(Planescape)|Doomguard]] offering their knowledge to both. Bringing far greater strength and ambition to both sides, sending the '''Blood War''' surging further out into the planes than it had been recorded in ages, at times even touching upon the Upper-side regions of the '''Outlands'''. And so the War as it is today stands, far more intertwined with mortals than it ever had been.&lt;br /&gt;
&lt;br /&gt;
== Current State ==&lt;br /&gt;
&lt;br /&gt;
While today the majority of fighting occurs on '''Carceri''', '''Gehenna''', and '''Grey Waste''', it's hard to determine any specific front lines due to the fluctuating nature both of planar travel and of the armies themselves. Still, it is rare that any significant combat happens outside these three planes, or even outside '''Othrys''', '''Khalas''', and '''Oinos'''.&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9830</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9830"/>
		<updated>2020-03-25T11:21:42Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Organizations or concepts =&lt;br /&gt;
* [[Blood_war_(Planescape)|Blood war]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9797</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9797"/>
		<updated>2020-03-14T23:22:43Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
# The Field of Nettles; or Death means Death&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9796</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9796"/>
		<updated>2020-03-14T23:13:57Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
* Spiral Hal'oight, a Celestial hihg-up of Sigil&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9795</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9795"/>
		<updated>2020-03-14T11:44:20Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
* Valran, a wizard making modron hybrids&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9624</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9624"/>
		<updated>2020-01-18T13:45:35Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
# Modron Madness; or Taking back that which was ours&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9623</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9623"/>
		<updated>2020-01-17T19:28:52Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
* [[Albricht_(Planescape)|Albricht Hammerstone]] a dwarven smith priest of Moraddin&lt;br /&gt;
* [[Garemar_(Planescape)|Garemar the Horrible]] a half-orc cavalry mercenary&lt;br /&gt;
* [[Raen_(Planescape)|Raen Farrow]] a half-elf rebel noble&lt;br /&gt;
* [[Kahjo-Olavi_(Planescape)|Kahjo-Olavi aka. Bullswrath]] was a male Goliat who is never wrong, now a female halfling who thinks they may have erred&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
# Devils Dream; or Chains, lots of chains&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9509</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9509"/>
		<updated>2019-12-13T16:46:58Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a tall dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
* [[Raven_(Planescape)|Raven]] a half-elf warlock who listens to the shadows&lt;br /&gt;
* [[Hjalmar_(Planescape)|Hjalmar]] a human druid&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
# Queens Domain; or How to get Had&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9225</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9225"/>
		<updated>2019-10-14T18:57:23Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* &amp;lt;s&amp;gt;Sougad Lawshredder, male human, power-to-be of murder and madness&amp;lt;/s&amp;gt;&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9224</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9224"/>
		<updated>2019-10-14T18:55:47Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Adventure log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
# Harbinger House chapter 3; or Hatching Gods&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9223</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9223"/>
		<updated>2019-10-14T18:54:13Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)|Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9222</id>
		<title>Great Foundry (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9222"/>
		<updated>2019-10-14T18:52:09Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheGreatFoundry.jpg|400px|thumb|Great Foundry]]&lt;br /&gt;
Clueless catching sight of the Great Foundry for the first time look like real leatherheads. Their eyes get as big as fried vrock eggs, and they swivel their heads around like they're mounted on mop sticks trying to take everything in. This Foundry ain't the village smithy.&lt;br /&gt;
&lt;br /&gt;
The Godsmen make their headquarters in the heart of the Lower Ward. It's a grimy section of Sigil, with narrow, twisting streets and crookerd, soot-covered shops and houses. The sods here look pale, bent, and furtive, most of them artisans intent on hoarding craft secrets. Visitors asking locals the way to the Great Foundry will likely get no answer. Only bubbers too long on nearby Alehouse Row'd have a hard time seeing the stacks of the metalworks belching smoke above the roof line.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's two 10-foot-wide main gates never fail to impress a basher. The wrought-iron frame's as tall as most neighboring inns and houses, and each gate swings on hinges as thick as a smith's thigh! The guards here look as intimidating, too. And a glance at the jagged, massive metal-works (called just the foundry) nestled in its semicircle of stacks tells a body that a powerful faction indeed runs the place.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's main yard looks dismal and dirty - a gravel expanse surrounded by dingy walls and humped with piles of rubble and unsmelted ores. The roaring of fires and ringing of forges grows deafening after just a few minutes. Still, the imposing mass of the metal-works reaching toward the sky lends grandeur to its sodden surroundings. This brick edifice looms a full 10 stories tall. Huge, iron-mullioned windows flood its interior with light. Equally huge portals allow wains full of ore to roll right inside.&lt;br /&gt;
&lt;br /&gt;
Spending time inside this foundry building makes a body start to think Baator'd be a nice place to cool off. Fiery-mawed furnances the size of barns seem to yawn everywhere on looks. Pulleys bigger than the bashers working them boom like giant hemlocks. Crucibles large enough for an ogre's bath brim full of molten metal. Namers scurry about in the sweltering heat, bringing drinking water to the metal men. Some don't last long - seems they decide they don't have a taste for dodging drops of boiling steel in air hotter than oven.&lt;br /&gt;
&lt;br /&gt;
The sheet-works, bar-works, and mold-works are all just smaller versions of the huge and complex metal-works. Few smithies, prime or planar, can prepare a body to work the liquid metal at the Great Foundry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9221</id>
		<title>Great Foundry (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9221"/>
		<updated>2019-10-14T18:51:31Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheGreatFoundry.jpg|400px]]&lt;br /&gt;
Clueless catching sight of the Great Foundry for the first time look like real leatherheads. Their eyes get as big as fried vrock eggs, and they swivel their heads around like they're mounted on mop sticks trying to take everything in. This Foundry ain't the village smithy.&lt;br /&gt;
&lt;br /&gt;
The Godsmen make their headquarters in the heart of the Lower Ward. It's a grimy section of Sigil, with narrow, twisting streets and crookerd, soot-covered shops and houses. The sods here look pale, bent, and furtive, most of them artisans intent on hoarding craft secrets. Visitors asking locals the way to the Great Foundry will likely get no answer. Only bubbers too long on nearby Alehouse Row'd have a hard time seeing the stacks of the metalworks belching smoke above the roof line.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's two 10-foot-wide main gates never fail to impress a basher. The wrought-iron frame's as tall as most neighboring inns and houses, and each gate swings on hinges as thick as a smith's thigh! The guards here look as intimidating, too. And a glance at the jagged, massive metal-works (called just the foundry) nestled in its semicircle of stacks tells a body that a powerful faction indeed runs the place.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's main yard looks dismal and dirty - a gravel expanse surrounded by dingy walls and humped with piles of rubble and unsmelted ores. The roaring of fires and ringing of forges grows deafening after just a few minutes. Still, the imposing mass of the metal-works reaching toward the sky lends grandeur to its sodden surroundings. This brick edifice looms a full 10 stories tall. Huge, iron-mullioned windows flood its interior with light. Equally huge portals allow wains full of ore to roll right inside.&lt;br /&gt;
&lt;br /&gt;
Spending time inside this foundry building makes a body start to think Baator'd be a nice place to cool off. Fiery-mawed furnances the size of barns seem to yawn everywhere on looks. Pulleys bigger than the bashers working them boom like giant hemlocks. Crucibles large enough for an ogre's bath brim full of molten metal. Namers scurry about in the sweltering heat, bringing drinking water to the metal men. Some don't last long - seems they decide they don't have a taste for dodging drops of boiling steel in air hotter than oven.&lt;br /&gt;
&lt;br /&gt;
The sheet-works, bar-works, and mold-works are all just smaller versions of the huge and complex metal-works. Few smithies, prime or planar, can prepare a body to work the liquid metal at the Great Foundry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=File:TheGreatFoundry.jpg&amp;diff=9220</id>
		<title>File:TheGreatFoundry.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=File:TheGreatFoundry.jpg&amp;diff=9220"/>
		<updated>2019-10-14T18:51:23Z</updated>

		<summary type="html">&lt;p&gt;Depili: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9219</id>
		<title>Great Foundry (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Great_Foundry_(Planescape)&amp;diff=9219"/>
		<updated>2019-10-14T18:49:40Z</updated>

		<summary type="html">&lt;p&gt;Depili: Created page with &amp;quot;Clueless catching sight of the Great Foundry for the first time look like real leatherheads. Their eyes get as big as fried vrock eggs, and they swivel their heads around like...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Clueless catching sight of the Great Foundry for the first time look like real leatherheads. Their eyes get as big as fried vrock eggs, and they swivel their heads around like they're mounted on mop sticks trying to take everything in. This Foundry ain't the village smithy.&lt;br /&gt;
&lt;br /&gt;
The Godsmen make their headquarters in the heart of the Lower Ward. It's a grimy section of Sigil, with narrow, twisting streets and crookerd, soot-covered shops and houses. The sods here look pale, bent, and furtive, most of them artisans intent on hoarding craft secrets. Visitors asking locals the way to the Great Foundry will likely get no answer. Only bubbers too long on nearby Alehouse Row'd have a hard time seeing the stacks of the metalworks belching smoke above the roof line.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's two 10-foot-wide main gates never fail to impress a basher. The wrought-iron frame's as tall as most neighboring inns and houses, and each gate swings on hinges as thick as a smith's thigh! The guards here look as intimidating, too. And a glance at the jagged, massive metal-works (called just the foundry) nestled in its semicircle of stacks tells a body that a powerful faction indeed runs the place.&lt;br /&gt;
&lt;br /&gt;
The Great Foundry's main yard looks dismal and dirty - a gravel expanse surrounded by dingy walls and humped with piles of rubble and unsmelted ores. The roaring of fires and ringing of forges grows deafening after just a few minutes. Still, the imposing mass of the metal-works reaching toward the sky lends grandeur to its sodden surroundings. This brick edifice looms a full 10 stories tall. Huge, iron-mullioned windows flood its interior with light. Equally huge portals allow wains full of ore to roll right inside.&lt;br /&gt;
&lt;br /&gt;
Spending time inside this foundry building makes a body start to think Baator'd be a nice place to cool off. Fiery-mawed furnances the size of barns seem to yawn everywhere on looks. Pulleys bigger than the bashers working them boom like giant hemlocks. Crucibles large enough for an ogre's bath brim full of molten metal. Namers scurry about in the sweltering heat, bringing drinking water to the metal men. Some don't last long - seems they decide they don't have a taste for dodging drops of boiling steel in air hotter than oven.&lt;br /&gt;
&lt;br /&gt;
The sheet-works, bar-works, and mold-works are all just smaller versions of the huge and complex metal-works. Few smithies, prime or planar, can prepare a body to work the liquid metal at the Great Foundry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9218</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9218"/>
		<updated>2019-10-14T18:26:12Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Factions in detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believers of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9217</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9217"/>
		<updated>2019-10-14T18:25:52Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
** [[Harbinger_House_(Planescape)Harbinger House]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believer of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9216</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9216"/>
		<updated>2019-10-14T18:25:06Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Foundry_(Planescape)|Great Foundry, Believers of the Source headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believer of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Ecstasy_(Planescape)&amp;diff=9041</id>
		<title>Ecstasy (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Ecstasy_(Planescape)&amp;diff=9041"/>
		<updated>2019-09-16T16:08:59Z</updated>

		<summary type="html">&lt;p&gt;Depili: Created page with &amp;quot;The first thing most visitors notice about Ecstasy is the plinths. Fact is, Ecstasy's known as the &amp;quot;City of Plinths,&amp;quot; because the landscape's dotted with them - tall monoliths...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first thing most visitors notice about Ecstasy is the plinths. Fact is, Ecstasy's known as the &amp;quot;City of Plinths,&amp;quot; because the landscape's dotted with them - tall monoliths made of stone or iron. Sometimes the Clueless might not notice the bodies on top of the plinths. These cutters are petitioners of Elysium, who sometimes sit up on a plinth for days, just contemplating the multiverse.&lt;br /&gt;
&lt;br /&gt;
The rest of the town is pretty much like the petitioners, with no one in a great hurry to do anything. Ecstasy's a pastoral community where bodies have all they need, a town of plenty and peace. Most of the trouble comes from outside, and a true native of Ecstasy defines an &amp;quot;outsider&amp;quot; as &amp;quot;any berk who got here after I did.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As a town, Ecstasy's a sprawling, open place, with large manors and buildings grouped around the major crossroads. Gardens, orchards, and other greenery make up the rest and, of course, plinths are everywhere. It's a mixed pot of styles and forms, but most visitors find the end result somehow very pleasing.&lt;br /&gt;
&lt;br /&gt;
== The Gate ==&lt;br /&gt;
&lt;br /&gt;
There's a monolith made of ivory close to the center of town, known to residents as the Bone Plinth. Cutters who make it to the top will find a pool of quicksilver, and stepping into the pool takes a body to Amoria, on the banks of the river Oceanus. That's about a day's travel from the Elysian city of Release From Care.&lt;br /&gt;
&lt;br /&gt;
== The Populace ==&lt;br /&gt;
&lt;br /&gt;
Ciphers make up a good chunk of the planar population, along with petitioners of Ishtar, Majere, Mishakal, Chauntea, and Lathander. The town's often crowded with halflings and other little people, too, since Sheela Peryroyl's realm is only three to eighteen days' walk spireward.&lt;br /&gt;
&lt;br /&gt;
Evil is shunned in Ecstasy, with &amp;quot;evil&amp;quot; meaning anything that blocks a body's personal growth. Theft is a crime, but borrowing is not. Trespassing is a crime, but exploring is not. A rogue with a fast tongue can usually talk his way out of trouble, but berks like that don't stay in town long, not with curious natives always trying to find out what makes them tick.&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Believers_of_the_Source_(Planescape)&amp;diff=9040</id>
		<title>Believers of the Source (Planescape)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Believers_of_the_Source_(Planescape)&amp;diff=9040"/>
		<updated>2019-09-16T05:47:58Z</updated>

		<summary type="html">&lt;p&gt;Depili: Created page with &amp;quot;&amp;quot;We are all one--gods, mortals, even fiends come from the same source. Who knows? Maybe next time you'll be a larva.&amp;quot;  --Factol Ambar of the Godsmen     == Beliefs ==  To the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;We are all one--gods, mortals, even fiends come from the same source. Who knows? Maybe next time you'll be a larva.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--Factol Ambar of the Godsmen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Beliefs ==&lt;br /&gt;
&lt;br /&gt;
To the Godsmen, all things can ascend to greater glory. The creatures of the planes just represent different steps on the path to true ascension. Patience and perseverance are all it takes to become a god according to them. Living out here on the planes is so hard because it is a test and all things, from planars to powers, are being tested. Succeed and you get closer to true greatness. Fail, and well, you can always be reincarnated and try again.&lt;br /&gt;
&lt;br /&gt;
The Godsmen don't claim to understand which of life's events are true tests, and which of those is more important than the next. To them, all of life's events must be understood and learned from. Endure suffering because it brings out your best qualities and teaches you about yourself. Spread joy because that increases its value and allows it to reach its prime. These berks even believe that godhood is not the top of the ascension stairway. Something, they say, lies beyond that, something that even the powers are trying to reach.&lt;br /&gt;
&lt;br /&gt;
To these Reincarnates, the whole meaning behind The Multiverse is that it is a big test, a forge in which we are tempered and strengthened. Eventually, all the beings in creation will ascend to the top, and The Multiverse will close up shop, having completed its task. Until then, the Believers wish to help each and every person temper themselves.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The histories of some factions are full of nothing but gory losses, blade-taken victories and cliffhanger escapes from danger. The Godsmen've got their share of these episodes, too, but they're thinkers just as much as they're doers.&lt;br /&gt;
&lt;br /&gt;
Folks consider Perrine the first factol, at least he founded what would become the Believers of the Source back before the Great Upheaval. As a mangler-hurler, Perrine was not only an athlete but a philosopher as well; who else would care how far a man can toss a heavy iron ball trailing a 3-foot leather strap fringed with iron spikes? This blood knew he could win mangler tosses only after much prior preparation. No surprise, he figured victories in less athletic pursuits also stemmed directly from a body's previous decisions and actions.&lt;br /&gt;
&lt;br /&gt;
Not content to ponder the matter alone, Perrine founded a society of equally curious bashers. Together, they developed the Godsmen's core belief; existence is a forge that shapes us, and an accompanying lifestyle called &amp;quot;sequel observance&amp;quot;. See, a body pays strict attention to the consequences of every one of his actions, so he can figure the way to produce only good results in the future. Learning from experience, that's the idea, and ability to reason clearly, that's the tool.&lt;br /&gt;
&lt;br /&gt;
During the Great Upheaval, a cutter named Augy of Faunel solidified the society as a faction and forever altered its philosophy. Seems Augy'd been reincarnated a thousand times and could remember her past lives. Each built on the last, she said, and she went up or down the ladder of existence in response to her choices. Augy even claimed to recall her first incarnation and the glory that came before it. &amp;quot;Light poured through my essence like water&amp;quot; she wrote in her journals.&lt;br /&gt;
&lt;br /&gt;
She introduced Perrine's society to the merits of intuition, it's usually a past life trying to get something across, and to the benefits of peering back beyond a body's own memories. This philosophy lets a basher evolve without merely sticking to cold logic, in a process that reacher beyond death into one's next incarnation. Evolve enough, and a body becomes a god.&lt;br /&gt;
&lt;br /&gt;
Augy gave the society the name it bears to this day; the Believers of the Source. As factol, she directed her followers into intense research. They collected biographies and interviewed anyone claiming to recall a past life. Perhaps this study would reveal the reason the multiverse inflicts lives of test on a body.&lt;br /&gt;
&lt;br /&gt;
== Factol Ambar Vergrove ==&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9039</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9039"/>
		<updated>2019-09-15T12:36:51Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Ecstasy_(Planescape)|Ecstasy]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Believers_of_the_Source_(Planescape)|Believer of the Source]]&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|-&lt;br /&gt;
Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order&lt;br /&gt;
* Factol Ambar, male human, Factol of the Believers of the Source&lt;br /&gt;
* Sougad Lawshredder, male human, power-to-be of murder and madness&lt;br /&gt;
* Trolan the Mad, male tiefling, power-to-be of love and kindess&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9038</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9038"/>
		<updated>2019-09-15T12:31:49Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
# Harbinger House chapter 1; or CSI Sigil&lt;br /&gt;
# Harbinger House chapter 2; or Philosophers philosophy of Philosophers&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Great Gymnasium) || Ecstasy (Outlands) || Yes || a copper penny&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male human, Factol (leader) of the Fraternity of Order&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9037</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9037"/>
		<updated>2019-09-13T19:10:46Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
* Factol Haskar, male human, Factol (leader) of the Fraternity of Order&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9036</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9036"/>
		<updated>2019-09-13T17:44:08Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9035</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=9035"/>
		<updated>2019-09-13T17:42:57Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
* Narcovi, female dwarf, Harmonium investigator&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Rilmani&amp;diff=8678</id>
		<title>Rilmani</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Rilmani&amp;diff=8678"/>
		<updated>2019-07-11T15:20:43Z</updated>

		<summary type="html">&lt;p&gt;Depili: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rarely seen, the enigmatic rilmani are perhaps the least known of all the exemplars. Standing for pure Neutrality, they take it as their duty to keep the balance between Law and Chaos, between Good and Evil; seeking to ensure that none grows too powerful over the rest. Keeping their settlements not merely in the Outlands, but near the Spire itself, their homes are far from near every major trail, beyond the reach of the Astral, and few portals or access ways exist to bring others to them. This well suits their ways, preferring to keep secluded, quiet, and hidden, to manipulate events undetected. And unlike the yugoloth, their profile is so low, few ever even consider their existence.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Little is known of rilmani history; what is known has almost entirely been collected by Sazraen Tildoma some three hundred years ago, one of the few sages to ever have been accepted into a rilmani settlement for an extended period of time. By her reports of their own histories, the rilmani, while an ancient people, are not so much so as many exemplars. Long ago, the majority of the Outlands was made up of insular empires of the kamerel, expressing the apathy and uncaringness of neutrality with little regard for balance. Over the eons, their apathy for others began to progress into outright xenophobia, and their empires began to collapse as they withdrew closer and closer to the spire. It was in the wake of their absence that the rilmani first arose, amongst the near-empty lands. In these early days, few mortals walked the planes, instead little but petitioners and outsiders, and the rilmani would seem to have had much space to claim in the aftermath of the kamerel.&lt;br /&gt;
&lt;br /&gt;
What greeted them beyond the Outlands, however, struck them to the core. In the Lower, the Blood War raged. In the Upper, the guardinals struggled to keep peace between the archons and the eladrin, while the brief war between aasimon and quesar had only just begun. Skirmishes spun off by the supposedly long-dead War of Law and Chaos continued to erupt now and then on the Inner, and of course the genies were as violent as they always are. And on the Prime, the aboleth may have fallen, but the illithid were slowly growing in strength, their empire expanding sphere by sphere. So much upheaval in all directions made for a terrifying time for rilmani beliefs. But any direct conflict would only spur upheaval more. The first Concordanach was held in short order, and the rilmani decided: while new, while unknown, they had their best chance at bringing some stability to the planes with but a light touch here and there. But it would require staying unknown, staying out of public notice. They couldn't merely take that which the kamerel abandoned; it would make far too big a mark. Some suggested moving opposite to the kamerel, settling within the ever-unexplored Hinterlands. But the majority decided that instead, they ought to move after the kamerel, where they would not only be hidden, but also protected by the very plane itself, by the great Spire.&lt;br /&gt;
&lt;br /&gt;
In the name of the balance, they followed after the kamerel, encountering the last remnants of their empires in the foothills of the Spire. There was the occasional skirmish, but to their great surprise, there was hardly more than that before they simply vanished, their towns and fortresses abandoned. Though the odd mystery intrigued them, they had other matters. The kamerel left behind much in their rush, much that the rilmani could use to their favor. They established their cities, and dispatched their first agents to all corners of the multiverse. Always keeping low, keeping quiet, doing whatever they could to keep their efforts from being noticed. Always seeking above all else to maintain the Balance. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
More than anything else, the first concern of every rilmani is towards the Balance. Towards ensuring that all forces of significance are equalized, that no force gains an unfair advantage over the others. The rilmani believe that all people, all intelligent beings, are nothing more but manifestations of various aspects and representations of the multiverse's desires and wants, and that by maintaining the Balance, the multiverse can be kept sane, for lack of a better word. The various reflections of its own base essence can be kept in a careful relationship to one another, and ensure that its continued existence will be a healthy one. As a result, rilmani have some odd views on individuality and their own personal existence that can lead to deep confusion in conversation. The rilmani language itself has no sense of first person, all actions viewed from an external perspective rather than an internal one; while they do believe in personal agency and will, they view it as the will of the multiverse expressed through the instantiated individual. As a result, many have trouble with near any other language, especially in their native lands where most innate translation faculties fail to function.&lt;br /&gt;
&lt;br /&gt;
From this perspective, they see themselves as something of the &amp;quot;inner voice&amp;quot; of the multiverse. That bit of the mind that makes note when a person acts out of character, that nudges a person back to stability after a severe mental strain. They understand that certain stressful incidents can leave their mark — from the multiverse's view, great disasters, wars, things of that nature — but that after a period of time, the healthy thing to do must be to adjust back to stability. To eventually return to Balance. As such, they rarely intervene at such major events, instead far more likely to deal with the after effects of any such events.&lt;br /&gt;
&lt;br /&gt;
The rilmani have no government or organizing body, and disdain the very idea of hierarchical arrangement; nor do they believe in a true anarchy either, however. Instead, they function through nothing more than direct democracy. An issue is brought up by anywhere from a small handful of rilmani for especially local concerns, to the species as a whole (although matters of relevance to the species as a whole tend to be brought up only at the Concordanachs). The wisest amongst any given group propose suggestions, and they vote on that which they find the most suitable means of addressing a situation, the collection agreeing to whatever decision is thus determined. None are allowed dissent from such decisions, but none would dissent, for it simply isn't in the rilmani character, seen as a neuron seeking to rebel against the brain itself and act independently. It's simply an incoherent thought to them. While the aurumachs seem to many to serve as something of a leadership position, it's more a function of their wisdom and reputation for well-considered argument. In fact, though the mechanism is yet unknown, at least one aspect of transformation between rilmani castes seems to be a function of how often a given rilmani's suggestion is successfully voted upon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Rilmani&amp;diff=8677</id>
		<title>Rilmani</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Rilmani&amp;diff=8677"/>
		<updated>2019-07-11T15:20:28Z</updated>

		<summary type="html">&lt;p&gt;Depili: Created page with &amp;quot;Rarely seen, the enigmatic rilmani are perhaps the least known of all the exemplars. Standing for pure Neutrality, they take it as their duty to keep the balance between Law a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rarely seen, the enigmatic rilmani are perhaps the least known of all the exemplars. Standing for pure Neutrality, they take it as their duty to keep the balance between Law and Chaos, between Good and Evil; seeking to ensure that none grows too powerful over the rest. Keeping their settlements not merely in the Outlands, but near the Spire itself, their homes are far from near every major trail, beyond the reach of the Astral, and few portals or access ways exist to bring others to them. This well suits their ways, preferring to keep secluded, quiet, and hidden, to manipulate events undetected. And unlike the yugoloth, their profile is so low, few ever even consider their existence.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Little is known of rilmani history; what is known has almost entirely been collected by Sazraen Tildoma some three hundred years ago, one of the few sages to ever have been accepted into a rilmani settlement for an extended period of time. By her reports of their own histories, the rilmani, while an ancient people, are not so much so as many exemplars. Long ago, the majority of the Outlands was made up of insular empires of the kamerel, expressing the apathy and uncaringness of neutrality with little regard for balance. Over the eons, their apathy for others began to progress into outright xenophobia, and their empires began to collapse as they withdrew closer and closer to the spire. It was in the wake of their absence that the rilmani first arose, amongst the near-empty lands. In these early days, few mortals walked the planes, instead little but petitioners and outsiders, and the rilmani would seem to have had much space to claim in the aftermath of the kamerel.&lt;br /&gt;
&lt;br /&gt;
What greeted them beyond the Outlands, however, struck them to the core. In the Lower, the Blood War raged. In the Upper, the guardinals struggled to keep peace between the archons and the eladrin, while the brief war between aasimon and quesar had only just begun. Skirmishes spun off by the supposedly long-dead War of Law and Chaos continued to erupt now and then on the Inner, and of course the genies were as violent as they always are. And on the Prime, the aboleth may have fallen, but the illithid were slowly growing in strength, their empire expanding sphere by sphere. So much upheaval in all directions made for a terrifying time for rilmani beliefs. But any direct conflict would only spur upheaval more. The first Concordanach was held in short order, and the rilmani decided: while new, while unknown, they had their best chance at bringing some stability to the planes with but a light touch here and there. But it would require staying unknown, staying out of public notice. They couldn't merely take that which the kamerel abandoned; it would make far too big a mark. Some suggested moving opposite to the kamerel, settling within the ever-unexplored Hinterlands. But the majority decided that instead, they ought to move after the kamerel, where they would not only be hidden, but also protected by the very plane itself, by the great Spire.&lt;br /&gt;
&lt;br /&gt;
In the name of the balance, they followed after the kamerel, encountering the last remnants of their empires in the foothills of the Spire. There was the occasional skirmish, but to their great surprise, there was hardly more than that before they simply vanished, their towns and fortresses abandoned. Though the odd mystery intrigued them, they had other matters. The kamerel left behind much in their rush, much that the rilmani could use to their favor. They established their cities, and dispatched their first agents to all corners of the multiverse. Always keeping low, keeping quiet, doing whatever they could to keep their efforts from being noticed. Always seeking above all else to maintain the Balance. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
More than anything else, the first concern of every rilmani is towards the Balance. Towards ensuring that all forces of significance are equalized, that no force gains an unfair advantage over the others. The rilmani believe that all people, all intelligent beings, are nothing more but manifestations of various aspects and representations of the multiverse's desires and wants, and that by maintaining the Balance, the multiverse can be kept sane, for lack of a better word. The various reflections of its own base essence can be kept in a careful relationship to one another, and ensure that its continued existence will be a healthy one. As a result, rilmani have some odd views on individuality and their own personal existence that can lead to deep confusion in conversation. The rilmani language itself has no sense of first person, all actions viewed from an external perspective rather than an internal one; while they do believe in personal agency and will, they view it as the will of the multiverse expressed through the instantiated individual. As a result, many have trouble with near any other language, especially in their native lands where most innate translation faculties fail to function.&lt;br /&gt;
&lt;br /&gt;
From this perspective, they see themselves as something of the &amp;quot;inner voice&amp;quot; of the multiverse. That bit of the mind that makes note when a person acts out of character, that nudges a person back to stability after a severe mental strain. They understand that certain stressful incidents can leave their mark — from the multiverse's view, great disasters, wars, things of that nature — but that after a period of time, the healthy thing to do must be to adjust back to stability. To eventually return to Balance. As such, they rarely intervene at such major events, instead far more likely to deal with the after effects of any such events.&lt;br /&gt;
&lt;br /&gt;
The rilmani have no government or organizing body, and disdain the very idea of hierarchical arrangement; nor do they believe in a true anarchy either, however. Instead, they function through nothing more than direct democracy. An issue is brought up by anywhere from a small handful of rilmani for especially local concerns, to the species as a whole (although matters of relevance to the species as a whole tend to be brought up only at the Concordanachs). The wisest amongst any given group propose suggestions, and they vote on that which they find the most suitable means of addressing a situation, the collection agreeing to whatever decision is thus determined. None are allowed dissent from such decisions, but none would dissent, for it simply isn't in the rilmani character, seen as a neuron seeking to rebel against the brain itself and act independently. It's simply an incoherent thought to them. While the aurumachs seem to many to serve as something of a leadership position, it's more a function of their wisdom and reputation for well-considered argument. In fact, though the mechanism is yet unknown, at least one aspect of transformation between rilmani castes seems to be a function of how often a given rilmani's suggestion is successfully voted upon.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rilmani]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
	<entry>
		<id>https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=8676</id>
		<title>Planescape (Dungeons &amp; Dragons 5th edition)</title>
		<link rel="alternate" type="text/html" href="https://www.kurry.fi/viki/index.php?title=Planescape_(Dungeons_%26_Dragons_5th_edition)&amp;diff=8676"/>
		<updated>2019-07-11T15:18:24Z</updated>

		<summary type="html">&lt;p&gt;Depili: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Locations =&lt;br /&gt;
[[File:Map - The Outlands (Hi-Res).jpg|400px|right|thumb|Map of the Outlands and the Outer Planes]]&lt;br /&gt;
* [[Automata_(Planescape)|Automata]]&lt;br /&gt;
* [[Excelsior_(Planescape)|Excelsior]]&lt;br /&gt;
* [[Gates_of_the_Moon_(Planescape)|Gates of The Moon]]&lt;br /&gt;
* [[Heart's_Faith_(Planescape)|Heart's Faith]]&lt;br /&gt;
* [[The_Infinite_Staircase_(Planescape)|Infinite Staircase, The]]&lt;br /&gt;
** Elemental Plane of Air, City of Blurophil&lt;br /&gt;
** The Astral Plane, a Githyanki outpost. Door defunct?&lt;br /&gt;
** Limbo, The Temple of Change and Slaadi spawning stone&lt;br /&gt;
* [[Sigil_(Planescape)|Sigil, City of Doors]]&lt;br /&gt;
** [[Civic_Festhall_(Planescape)|Civic Festhall, Society of Sensation headquarters]]&lt;br /&gt;
** [[Great_Gymnasium_(Planescape)|Great Gymnasium, Transcendent Order headquarters]]&lt;br /&gt;
** [[Hall_of_Speakers_(Planescape)|Hall of Speakers, Sign of One headquarters]]&lt;br /&gt;
* [[Sum_of_All_(Planescape)|Sum of All]]&lt;br /&gt;
** [[Mirrored_Library_(Planescape)|Mirrored library, Timaresh]]&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
&lt;br /&gt;
* [[Orsik_Dankil_(Planescape)|Orsik Dankil]] a dwarf far from home&lt;br /&gt;
* [[Drummer_(Planescape)|Drummer]] a mysterious masked bard&lt;br /&gt;
* [[Aldier_Covingstar_(Planescape)|Aldier Covingstar]] a devoted cleric of Sune&lt;br /&gt;
* [[Garumgar_(Planescape)|Garumgar]] a half-orc cavalier far from her horse&lt;br /&gt;
* [[Holg_(Planescape)|Holg 'Inchice']] man with strange interest in sewers&lt;br /&gt;
* [[Larhs_Saithroses_(Planescape)|Larhs Saithroses]] a half-elf who played dice in Hell&lt;br /&gt;
* [[Hizzkizz_(Planescape)|Hizzkizz]] a dragonborn ranger seeking new horizons&lt;br /&gt;
* [[Gundal_(Planescape)|Gundal 'Ratspawn']] a thief on the road to redemption&lt;br /&gt;
* [[Valeria_(Planescape)|Valeria]] a paladin of Torm seeking redemption for Carissa&lt;br /&gt;
* [[Riadon_Hanali_(Planescape)|Riadon 'Gold-teeth' Hanali]] a pirate you might have heard of&lt;br /&gt;
* [[Stormy_Mountainpeak_(Planescape)|Stormy Mountainpeak]] a cat torn between impulses and dicipline&lt;br /&gt;
* [[Leaf_(Planescape)|Leaves in the river]] a cat who found something familiar so far from home&lt;br /&gt;
* [[Kegbeard_(Planescape)|Gamnak Kegbeard]] dwarven hermit cleric of Tyr&lt;br /&gt;
&lt;br /&gt;
= Adventure log =&lt;br /&gt;
&lt;br /&gt;
# To baator and back; Or how to lose a small child in hell&lt;br /&gt;
# The March begins; Or how to return a talking book to Automate because a cat asked nicely&lt;br /&gt;
# Planewalkers; Or never skip leg day&lt;br /&gt;
# Hard Time; Or when a dead dwarf ends up in the wrong place&lt;br /&gt;
# Silver War; Or Dreaming your way home&lt;br /&gt;
# Unswerving Path; Or causing panic and setting a city on fire to save it&lt;br /&gt;
# Ambushed; Or Modronpunk 2020&lt;br /&gt;
# In Disarray; Or there's too little chaos in Limbo&lt;br /&gt;
# Reflections; Or smoke and mirros&lt;br /&gt;
&lt;br /&gt;
= Factions in detail =&lt;br /&gt;
* [[Sign_Of_One_(Planescape)|Sign of One]]&lt;br /&gt;
* [[Society_of_Sensation_(Planescape)|Society of Sensation]]&lt;br /&gt;
* [[Transcendent_Order_(Planescape)|Trancendent Order]]&lt;br /&gt;
&lt;br /&gt;
= Known portals =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Bidirectional? !! Key&lt;br /&gt;
|-&lt;br /&gt;
| Avernus || Sigil || Yes || Brick from the road to Hell&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Automata || Yes || Page torn in half with letter E written on each part&lt;br /&gt;
|-&lt;br /&gt;
| Sigil || Gates of the Moon || Yes || Ounce of silver&lt;br /&gt;
|-&lt;br /&gt;
| Gates of the Moon || Infinite Staircase || Yes || Full moon&lt;br /&gt;
|-&lt;br /&gt;
| Infinite Staircase || Sigil (Civic festhall) || Yes || None&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Lower ward) || Dwarven mountain || Yes || Dwarf forged hammer&lt;br /&gt;
|-&lt;br /&gt;
| Sigil (Park) || Arcadia || Yes || Flower wreath&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Disturbances in The Infinite Staircase =&lt;br /&gt;
&lt;br /&gt;
After dealing with the demon infestation in the blue mushroom area of The Infinite Staircase the Lillendi informed that something was affecting the creativity of the natives in some realms touched by the staircase:&lt;br /&gt;
&lt;br /&gt;
* Queen's Domain - Arcadia&lt;br /&gt;
* Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited&lt;br /&gt;
* Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited&lt;br /&gt;
* Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited&lt;br /&gt;
* Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library&lt;br /&gt;
* Jingling City - Baator&lt;br /&gt;
&lt;br /&gt;
== Oracle of Forgotten Night ==&lt;br /&gt;
&lt;br /&gt;
In a vast, open plain near a very tall and narrow mountain, there is a library filled with mirrors. Within the library is a book which tells of a cure for the disease that you´ve seen threaten so much.&lt;br /&gt;
&lt;br /&gt;
Beyond the swirling mists of matter and energy lies a temple with only one priest. The priest holds the secret to curing the ills of not only his own plane, but that which threathens them all, eventually.&lt;br /&gt;
&lt;br /&gt;
In a jingling, rainswept city, a ruler, not a ruler, broods in his citadel of chain. He rejoices in the death of invention, and strives to find the library and the temple to seize the knowledge you seek.&lt;br /&gt;
&lt;br /&gt;
== Ever-Changing Order ==&lt;br /&gt;
&lt;br /&gt;
It is a obtusely written text on the nature of law and chaos and how the two can paradoxically work together. Written by Ghuntomas of Thorn, a Fraternity of Order sage about a century ago. It is a complicated tome for even the best scholars to understand without extensive experience of the metaphysics of the planes. Manuscript of the tome is stored at the archives at the City Court in Sigil.&lt;br /&gt;
&lt;br /&gt;
= NPCs =&lt;br /&gt;
&lt;br /&gt;
* Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase&lt;br /&gt;
* Heiron Lifegiver, half-elf wizard, Automata(?)&lt;br /&gt;
* Carissa, human child, Avernus?&lt;br /&gt;
* Halitsu, spinagon, Avernus&lt;br /&gt;
* Zeracuk, former dwarven sage, Dwarven Mountain&lt;br /&gt;
* Sir Vaimish, Paladin lord of a picket keep in Excelsior&lt;br /&gt;
* Crius, Titan of weight and density&lt;br /&gt;
* X, a githzerai trader, Great Bazaar of Sigil&lt;br /&gt;
* Torpelin, Githzerai researcher&lt;br /&gt;
* Sunferrin, Githzerai hermit priest&lt;br /&gt;
* Mulk, stone folk slaver&lt;br /&gt;
* Ghuntomas of Thorn, a former Fraternity of Order scholar that has fallen on some hard times.&lt;br /&gt;
* Terrmanath, [[Rilmani]] Argenach alchemist, Sum of All&lt;br /&gt;
&lt;br /&gt;
= Magic on the Planes =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Only a clueless prime or a leatherheaded wizard would ever believe his magic is always going to work the same on every plane. It just ain't so, berk — not when the multiverse has got planes whose very essences are living fire, absolute perfection, howling despair, complete decay, or things even worse. Some of it should be obvious — using a holy word against a pit fiend on its home plane just won't work, as many a sodding basher has learned too late. Some of it ain't so clear, either, like can a cutter summon a djinni to Ysgard?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Most abjurations protect against creatures from another plane, and a few (like holy word) can drive a creature back to its home plane. In either case, an abjuration can't affect a creature on its home plane. For example, some primes might try to use protection from evil to protect themselves from efreet while they're in the City of Brass. They figure the spell works at home, so it should work on the plane of Fire, too, but it doesn't. The City of Brass is on the efreet's home plane, so the genies aren't an extraplanar there and the protection spell won't work. If anybody was summoned, it was the fool prime .&lt;br /&gt;
&lt;br /&gt;
The home plane has the reverse effect on summoning spells. Specifically, unless it's a spell that summons creatures from another plane (such as conjure elemental or gate), a summoning's got to draw on something close at hand. A monster summoning I can only summon up monsters from the same plane. For instance, casting a monster summoning won't cause a succubus to appear on Ysgard; it's not the fiend's home plane, and not even a plane where it can normally be found.&lt;br /&gt;
&lt;br /&gt;
== Spell keys ==&lt;br /&gt;
&lt;br /&gt;
With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine&lt;br /&gt;
some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast&lt;br /&gt;
the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?&lt;br /&gt;
&lt;br /&gt;
Good thing, then, that there's a way around it: For each plane, there are secret spell keys that attune a wizard to the magical vibrations of that plane. Once the spellcaster's in harmony with the plane's essence, some or all of his spells may behave normally again. It's really not much of a dark, since most planar mages know the keys exist, even if they don't know the keys for every plane. It's the spellcasters from the Prime Material who tend to be most clueless about such things, much to the general amusement of their planar counterparts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&amp;lt;br/&amp;gt;[[Category:Planescape]]&amp;lt;br/&amp;gt;[[Category:Kampanjat]]&lt;/div&gt;</summary>
		<author><name>Depili</name></author>
	</entry>
</feed>