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Fell, she/they, English, currently obsessed with DnD and other ttrpgs. I do art sometimes.

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@Guardian Angel Haruki Note, Flicker isn't leaving the tavern (at least not yet), they're just glancing around at their surroundings to make sure they haven't done any damage to the surrounding area.
Jill Brookes



Location: Abandoned Stellar Toy Co. Factory Mentions: @Savo @Rune_Alchemist @Vertigo


The beginnings of a blush and a lopsided smiled began to form on Jill's face at Chloe's compliments, though these were quickly replaced with surprise as the other girl linked arms with her and started guiding her into the next room. Guess they were carrying on, then. Jill quickly glanced over her shoulder and motioned with her free arm for Aster and Oleander to follow. The former had already started to scurry after her trainer, but the latter seemed more hesitant. After a pause, it gave a small, low ~bzzzt~ which was probably it's own version of a sigh before following after the rest of the group.

Upon entering the next room, things immediately started happening with the doors shutting and various machinery starting to turn on. Jill felt a current of static run through her, much stronger than the one she had felt when she had tried to help Aster, and watched as Chloe's hair suddenly started to frizz upwards. The ninja then felt her own hair, expecting it too was starting to stand on end.

... Surprisingly, it had not. She felt a little disappointed.

With the slightest pout on her face, Jill glanced over to Oleander. "Do you have any idea what that is?" she said. Both of her Pokemon had tensed up upon entering the room, but whereas Aster was looking all around in all directions, not sure what to expect, Oleander seemed a little more... resigned, was the best way Jill could surmise it. They were also looking around but a lot less frantically, and were focusing mostly on the areas where there were machines. Small sparks started to emit from their magnets, as if in anticipation.
Funnily enough when I took Vortex Warp it was with the sole desire to get brutrumukk into trouble.


Bold of you to assume Brutrumukk would fail a Con save.
yearly reminder that I made the most obnoxious build for a forum game of D&D imaginable. I will never stop apologizing for making a reaction-based character lmao.


Considering I'm building most of Jub's spell choices around getting Brutrumukk out of trouble (and also helping him get into trouble), I am in no position to judge.
@Abstract Proxy Looks good! You can put it in the Character Section.
It's up. Will probably edit it a little more over time but at least has most of the important stuff.
[npcs]
[gods]
Tir na Og. Translating to "Land of the Young", this was one of the one of the largest of the shared realms on the Outer Planes, nestled within the heart of the Outlands and bordering a large river. It was the home of the majority of the Celtic pantheon, a very loosely tied together group of gods lead by the Dagda. Each of the gods within owned their own part of the land, and while each part had its own rules and quirks, they were unified by a few principles. The most notable was the land has no cities, just settlements - with the largest holding a population of about 3,000. Most of these of these citizens would have likely been here their entire lives, with only a few displaced outsiders settling within, likely being called there by its natural beauty and more pastoral way of living. While not all the gods there are deities of nature, you'd be forgiven for thinking otherwise as the the land was full of forests and sprawling meadows, and possessed a large community of druids.

... Now, you may have noticed I have been speaking in past tense.

Less than a week ago, something happened which deeply affected the multiverse. It happened quietly and suddenly. The land of Tir na Og disappeared. They weren't attacked, they weren't destroyed, there wasn't some great cataclysm the befell them. The land in which Tir na Og once stood is now completely empty, with no signs that anything ever occupied it to begin with.

As you can imagine, the disappearance of a realm containing a diverse group of gods which are worshipped across several Planes has caused quite a stir. While those with more distance might have yet to realise what has even happened, the city of Sigil, sat at the top of an infinitely tall tower which lies at the exact centrepoint of the Outlands, certainly noticed, and caused a great amount of unrest among the various Factions, who are constantly struggling for power within the city.

You might be a member of one of these Factions, sent by the leader to investigate. Maybe you are a worshiper of one of the deities of Tir na Og who wants to uncover the truth of what happened to your god. Maybe you're just curious about how most of a pantheon just ups and disappears. Either way, your character is on-route to the site where Tir na Og once stood, ready to investigate.





The Setting



*One of many diagrams attempting to map out the multiverse. Not completely accurate.*

Planescape is a setting that focuses on the multiverse, spanning from the multiple Prime Worlds detailed in varying DnD material (Toril, Oerth, Krynn etc), to the twisted reflections of those Prime Worlds provided by the Feywild and the Shadowfell, to the elemental chaos of the Inner planes, to the myriad of afterlives promised by the Outer Planes, and so much more beyond that. While I certainly don't expect this campaign to take us everywhere the multiverse has to offer, I do hope we get the opportunity to explore a variety of different realms.

However, our story begins in...

The Outlands


Otherwise known as "Concordant Opposition", the Outlands is the Outer Plane of True Neutrality, and connects to every other Outer Plane veer sixteen evenly spaced portals, each of which have a town built around it. Because of its status as the neutral plane, the Outlands is subject to an unusual phenomenon called 'cosmic realignment': besides the domain of gods, when a location within the Outlands starts to embody the alignment of another Outer Plane, it and its inhabitants is absorbed by the Plane in question.



In the very center of the Outlands is the Spire, an infinitely tall pillar of rock which at the top of sits a ring. Within the interior of that ring is Sigil, the City of Doors. Attempts to climb or fly up to get to Sigil are futile, and the only real way in is through one of the city's many portals. As one walks closer to the Spire, they will encounter many anti-magic bubbles which radiate outwards from the rock. These bubbles vary in size and shape and function like the antimagic field spell. These bubbles usually don't reach either the gate-towns or Sigil, and often avoid the domains of gods... though there have been exceptions.








Factions & Sects


It is said on the Outer Planes, reality is shaped by belief, and if enough people are united under a single idealogy, they potentially have the power to remold the Planes as they see fit. This is the conceit behind the factions, groups of like-mind philosophers with their own ideas of how the multiverse works (or at least how it should work). There used to be as many as 50 roaming around Sigil, but during the Great Upheaval 642 years ago, they were whittled when the Lady of Pain demanded there only be 15. This number was then further whittled down further about a decade ago when Duke Rowan Darkwood, leader of the faction known as 'the Fated' attempted to overthrow the Lady of Pain and assert himself as the new ruler of Sigil, causing the infamous Faction War. The exact details of what happened during this time are muddy (everyone seems to have a very different story about what occurred) but needless to say Rowan's bid for power did not go well, and for a short time there were no factions in Sigil, with some either destroyed or driven from the city. After some time, most of these factions reformed and the status quo was restored... more or less. There are now 12 main factions in Sigil, referred to as Ascendent Factions, that control different aspects of the city's day-to-day life. They are:


Aside from the 12 Ascendent Factions, there are also sects (also referred to as 'minor factions', but it's wise not to call them that to a sect member's face). These are smaller, less organized and usually based outside of Sigil. Some of them are all that remains of those 50 factions that controlled Sigil prior to the Great Upheaval, some are a result of the Faction War, some happened at some point between those two times, and some are completely new. There are a lot of them, and given the ever-changing nature of the Planes, new ones pop up every so often. These are the sects that are most commonly known (or are most likely to play a part in this upcoming adventure). More may be added if they become applicable.



Faction/sect members are split into five different ranks (six if you include the factol/sectol):






Glossary


Mimir: Floating skull-shaped devices used to record information.

Petitioner: The reborn souls of dead worshipers.

Powers: A catch all term for gods, deities, archfey, archfiend, celestial paragon and any other type of incredibly powerful supernatural entity.

Proxy: A divine agent chosen to serve a god.

Tout: Local guides who can be found in various planes, willing to advise and guide newcomers... for a small fee, of course.



Homebrew Rules (will add to this over time):

- Game will have a unique crafting system. Will go in more depth once it becomes relevant.

- Charm spells: when they end, the charmed individual has to make a second save to see if they realise they were charmed.

- Drinking a potion in combat is a bonus action. Giving it to someone else costs an action, however.
Update: hoping to get the OOC out either today or tomorrow. Thank you everyone for being so patient ^^;
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