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Fell, she/they, English, currently obsessed with DnD and other ttrpgs. I do art sometimes. I am the GM of two tabletop roleplays on this very site:

- Beyond Moonlight's Reach, a story of four young dragons growing up in a post-apocalyptic fantasy world, and using the Powered by the Apocalypse game Epyllion.

- Search for Tir na Og, a DnD 5e campaign set in the Planescape setting where a group of strangers from all across the multiverse come together to solve the mystery about what happened to the Celtic gods after they and their homelands were mysteriously spirited away.

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[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 ^^;
I'm still looking for a picture that I like well enough to use, but I got some quick writing done in order to make my sheet a bit closer to done.



Looks good. The only thing I want to point out is that Tir na Og is in the Outlands, and the Outlands don't actually have any sun, moon or stars. They do have a day and night cycle, but no celestial bodies to speak of. But that's the only thing I want to point out xD
<Snipped quote by XxFellsingxX>

...Who says changing alignment/changing your ways isn't possible?


Yeah but that's going to involve some serious character development.
It's just occurred to me, given how DnD afterlives work (or at least how I understand them to work) if Jub doesn't end up in the realm of the goblin gods when he dies, he's probably going to find himself reborn in the plane which aligns with his alignment...

... which means he's ending up in Limbo or Pandemonium.

... oop.

He's probably coming back as a slaad.
Jub the Peculiar


Jub gave a small yelp as the minute gnome was somehow strong enough to grab him by the collar and pull him down to his level. However, he didn't say anything and allowed Brutrumukk to rant at him as the gnome's mood slowly turned from angry to worried. Eventually, the barbarian let go and Jub took a moment to right himself, giving him some time to figure out how in the world he was supposed to respond to that.

"I... err, I'm sorry," he said after a long moment. "I guess I can't really... relate to... any of that. I've never really felt that close to any of the goblin gods... or any gods, for that matter." He mumbled under his breath, "Never really understood religious types, to be honest." He also wasn't sure how to respond to Brutrumukk's existential fears about where he would go after he died. Honestly, he tried to think about that stuff too often, because it usually led to him to feeling pretty awful afterwards.
Empathy is not Jub's strong suit.
Jub the Peculiar


"Don't be so dramatic," was Jub's immediate response to Brutrumukk's despair. After a moment, it occurred to him that this probably wasn't the nicest thing to say given the circumstances and he gave a sigh. He crouched down next to the barbarian. "Listen, I keep saying this and you keep not listening, but being a gnome is not the worst thing in the world. You've got some magical abilities, you can go places without adventurers trying to attack you or disparage you. I think you're really making this out to be a bigger problem than it actually is."
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