Difference between revisions of "Planescape (Dungeons & Dragons 5th edition)"

From Karriviki

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** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.
 
** I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.
 
** They say that the Athar and the Signers are about to start a full on war over the lost powers
 
** They say that the Athar and the Signers are about to start a full on war over the lost powers
* Flowers of Remembrance at Set's home on the 4th plane of '''Baator'''
+
* Flowers of Remembrance at Set's home on the 5th plane of '''Baator''' Stygia
  
 
= Disturbances in The Infinite Staircase =
 
= Disturbances in The Infinite Staircase =

Revision as of 15:15, 28 June 2020

Locations

Map of the Outlands and the Outer Planes

Organizations or concepts

Characters

Adventure log

  1. To baator and back; Or how to lose a small child in hell
  2. The March begins; Or how to return a talking book to Automate because a cat asked nicely
  3. Planewalkers; Or never skip leg day
  4. Hard Time; Or when a dead dwarf ends up in the wrong place
  5. Silver War; Or Dreaming your way home
  6. Unswerving Path; Or causing panic and setting a city on fire to save it
  7. Ambushed; Or Modronpunk 2020
  8. In Disarray; Or there's too little chaos in Limbo
  9. Reflections; Or smoke and mirros
  10. Harbinger House chapter 1; or CSI Sigil
  11. Harbinger House chapter 2; or Philosophers philosophy of Philosophers
  12. Harbinger House chapter 3; or Hatching Gods
  13. Queens Domain; or How to get Had
  14. Devils Dream; or Chains, lots of chains
  15. Modron Madness; or Taking back that which was ours
  16. The Field of Nettles; or Death means Death
  17. Law in Chaos; or The Slaadi send their regards
  18. Circean Embers; or The Most Beatiful Things
  19. Crux; or the mysteries of the Squirels
  20. Masks; or Dead worlds and undead fiends
  21. The Eternal Boundary; or mind the Mindflayers
  22. Love Letter; or A Long Family Feud
  23. Strange bedfellows; or extra hot Mount Celestian peppers
  24. Eponia's daughter; or a prime-material fairytale
  25. Messenger; or one really scary dust mephit
  26. Bottom of the multiverse; or looters ransacking Tcian Sumere

Factions in detail

Known portals

Sigil, (Near Bloodgem park) || Ecstasy? || ? || ?
From To Bidirectional? Key
Avernus Sigil Yes Brick from the road to Hell
Sigil Automata Yes Page torn in half with letter E written on each part
Sigil Gates of the Moon Yes Ounce of silver
Gates of the Moon Infinite Staircase Yes Full moon
Infinite Staircase Sigil (Civic festhall) Yes None
Sigil (Lower ward) Dwarven mountain Yes Dwarf forged hammer
Sigil (Park) Arcadia Yes Flower wreath
Sigil (Great Gymnasium) Ecstasy (Outlands) Yes a copper penny

NPCs

  • Oriam Trascalia, human wizard, Planewalkers guild, The Infinite Staircase
  • Heiron Lifegiver, half-elf wizard, Automata(?)
  • Carissa, human child, Avernus?
  • Halitsu, spinagon, Avernus
  • Zeracuk, former dwarven sage, Dwarven Mountain
  • Sir Vaimish, Paladin lord of a picket keep in Excelsior
  • Crius, Titan of weight and density
  • X, a githzerai trader, Great Bazaar of Sigil
  • Torpelin, Githzerai researcher
  • Sunferrin, Githzerai hermit priest
  • Mulk, stone folk slaver
  • Ghuntomas of Thorn, male elf, a former Fraternity of Order scholar that has fallen on some hard times.
  • Terrmanath, Rilmani Argenach alchemist, Sum of All
  • Narcovi, female dwarf, Harmonium investigator
  • Factol Haskar, male dwarf, Factol (leader) of the Fraternity of Order
  • Factol Ambar, male human, Factol of the Believers of the Source
  • Sougad Lawshredder, male human, power-to-be of murder and madness
  • Trolan the Mad, male tiefling, power-to-be of love and kindess
  • Valran, a wizard making modron hybrids
  • Spiral Hal'oight, a Celestial high-up of Sigil

Crux and a murderous God

Gods

Kiaransalee

  • Alignment: chaotic evil
  • Category: The Dark Seldarine
  • Domains: Arcana, Death
  • Pantheon: Drow
  • Province: Necromancy
  • Symbol: Drow hand wearing many silver rings

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.

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.

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.

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.

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.

Maanzecorian (presumed dead)

Maanzecorian (meaning "creed leader" or "creed liaison" 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.

Description

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.

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.

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.

History

Sometime in the mid-14th century DR, Maanzecorian was believed to have been killed.

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.

Messages

Ghosts of Ranais

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.

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.

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? 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.

Mephit's message

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. 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.

Last words of a dying drow vampire

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

Pelion, the 3rd layer of Arborea (Outer plane, chaotic-good)

Pelion, or Mithardir ("white dust") 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.

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.

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. 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.

Other clues

  • Dream vision of Kiaransalee fortifying her realm in fear
  • Rumors in sigil:
    • 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.
    • 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!
    • Nothing can kill a power, berk. Don't listen to idle rumors
    • 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.
    • Bwimb, the Baron of the Paraelemental Plane of Ooze, is lost
    • Bwimb? Who cares?
    • I heard that Apollo was put in the dead-book right in his home on Olympus!
    • The latest chant is that Tomeri is lost, too
    • Tomeri? Who's that? Or should I say, who was that?
    • The Astral's not going to be big enough to hold 'em all, I tell you!
    • The holy men of Camaxtli can't muster any power behind their prayers, seems like Fate catched up on em'
    • I have heard that some experienced planewalkers recently felt strange pull on themselves in the Astral towards unknown places.
    • They say that the Athar and the Signers are about to start a full on war over the lost powers
  • Flowers of Remembrance at Set's home on the 5th plane of Baator Stygia

Disturbances in The Infinite Staircase

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:

  • Queen's Domain - Arcadia, the flooded formian ciry missing it's queen
  • Swirling Realm - Limbo, The Temple of Change and Slaadi spawning stone. Visited
  • Place of Wind - Elemental plane of Air, Artisan city of Blurophil. Visited
  • Silver War - Astral plane, a destoryed githyanki outpost with a well filled by dreams. Visited
  • Unclimbable Mountain - Outlands, The Rilmani city of Sum of All and the Mirrored Library
  • Jingling City - Baator - City of the Chain Fiends

Oracle of Forgotten Night

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.

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.

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.

Ever-Changing Order

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.

Magic on the Planes

"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?"

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.

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.

Spell keys

With all these alterations and restrictions, a spellcaster's life on the planes could be nigh impossible. Imagine some poor sod of an elementalist wizard out there on Gehenna, cut off from the Ethereal and unable to cast the most powerful of his spells. Kind of makes a wizard just want to stay home, eh?

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.