5th edition Planescape Campaign

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Palomides
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Side question

There are fallen angels but are there a lot of "reformed fiends" in Planescape? Beings of evil that have "seen the light" and are trying to make it into heaven?
It seems like if you have the possibility of one, you have to have the possibility of the other

KnightOfDecay
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The only one I can think of

The only one I can think of is the succubus Fall from Grace from Planescape Torment (who is lawful neutral).
The alu-fiend Umbra from the Dungeon adventure of the same name is statted as chaotic with evil tendencies, but she's not a full fiend.

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And there is the bebilith

And there is the bebilith Abaia from "The Deva Spark" whose alignment begins to change as it has absorbed... the title says it all... a deva's spark.

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Well, there are a few reasons

Well, there are a few reasons why risen fiends are seldom seen, although they definitely do exist. If fiends who betray their fellows out of evil are ruthlessly killed, betraying the entire species out of a desire to do good just paints an even bigger target on their backs. But putting that aside, having a risen fiend as a long-term villain sort of defeats the purpose. If you wanted to show the conflict that drives them, you would probably need to take up a big piece of centre stage to do it justice.

In Faces of Evil, there's a part of each section for the baatezu, tanar'ri and yugoloths that talks about risen and 'rogue' fiends. Shemeska (Todd Stewart) created Felthis Ap Jerran, a risen yugoloth who became a cervidal, who appeared in an issue of Dragon. I seem to remember there being a risen barbazu who appeared in one of the adventures, but I can't remember where, although I think he was a relatively minor character anyway.

I mentioned Daru Ib Shamiq already, the baernoloth the players meet in Hellbound. They call him the Repentant Fiend, which is true to some extent. His regrets seem to have more to do with feelings of futility than being sorry about the pain and death his actions caused over the course of thousands of years, but hey, it's still sorrier than most any other 'loth (barring the aforementioned Felthis, who came later).

Gulk'aush, from the Neverwinter Nights 2 expansion Mask of the Betrayer was a night hag imprisoned by her own coven for the sin of truly loving a man. Whether it made her risen or not, she was certainly a rogue of her kind. A'Kin the Smiling Fiend is a good example of why you see so few reformed fiends-- if he's telling the truth, no one believes him, and if everyone's right and he's lying, then it just makes it ten times harder for any fiend who genuinely wished to redeem themselves. Torment's Fall-from-Grace is another nice example of this dichotomy in action.

To tie this back into what I was saying about the mostly unseen villains of Planesape being its most effective: Hellbound is all about the Blood War, so there's no shortage of bad guys for the players to hate, and plenty of reason for any even halfway-decent character (even a few evil ones) to oppose the fiends just on principle. Hellbound plays out as something of a wartime mystery: you see the horrors of war, but the real villains are the profiteers and politicians and ideologues who push to keep it going, to further their own ends. There's more villains in Hellbound than just the three I mentioned, it's wall-to-wall fiends throughout-- but those are the three characters I found most compelling.

One last thing: I think the Queen of Air and Darkness could be perfectly in keeping with Planescape. Anything could. it just takes the right mindset going in. For instance, the Queen could be as much a fish out of water as the PCs, as out of her depth as any puffed-up prime emperor. Or she could be incredibly savvy about the planes instead-- she's something like a demigoddess already, and maybe she has a Golden Lord in her pocket as well.

The whole point of Planescape is that anything and everything has a place on the planes. Bringing the Queen onto the planes doesn't have to be about changing her, but rather about the planes' reaction to her as she is, and vice versa.

Palomides
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I wasn't thinking of using a

I wasn't thinking of using a "redeemed fiend" as a villain. I just thought that such a character would be an interesting (and somewhat tragic) NPC. Nobody really trusts him/her but despite all that he/she is trying to stay on the "straight and narrow". Do the PCs trust him/her or do they treat any received advise/info the same way as they would if it came from the mouth of A'Kin?

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Thoughts on reformed fiends & the Queen

Yes, I meant for my cambion-naga the Saint of Keys to fulfill the "ambiguously moral fiend" role, though he is neither wholly reformed and not wholly a fiend. Definitely an archetype to include as an NPC the party can interact with.

Still on the fence on whether or not to use the Queen, but here is my current thinking: The Queen is banished from the Feywild/Plane of Faerie (or perhaps in self imposed exile) because of her choice to embrace corruption rather than cast if off (the Black Diamond). Those fey who join her Unseelie Court are outcasts of Faerie, the worst of the fey who've given into madness and corruption; they are more alien than anything else: quicklings, baobahn sith (black sprites), banshrae, some kind of undead fey, maybe darkweavers, etc. What keeps them from being incomprehensible Far Realmsian horrors are their tragic natures, that they were once fey but were cast off, corrupted, or made a willing choice to become chaotic evil.

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Quote:Do the PCs trust him

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Do the PCs trust him/her or do they treat any received advise/info the same way as they would if it came from the mouth of A'Kin?

Well, my PCs (and players) LOVE A'Kin! I'd even say they trust him.
First stop after arriving in Sigil after having been pressed into an acheronian army for several months? Definitely A'kin! ;)

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What keeps them from being incomprehensible Far Realmsian horrors are their tragic natures, that they were once fey but were cast off, corrupted, or made a willing choice to become chaotic evil.

Sounds good to me. The tragic element surely is what distinguishes the Unseelie from other "villains".
Palomides
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Unseelie Role

I guess the question is how are the Unseelie going to be used in your adventure that brings their tragic element to light. It's one thing for the DM to know their backstory but if it doesn't play into the PCs actions (or the actions of the Unseelie against the PCs) then you could replace the fey with various generic monsters.

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As you have mentioned before

As you have mentioned before it might be best to emphasize the self-destructive tendencies of the Unseelie. Maybe the Queen almost achieves her goal of reverting back to the faerie princess she once was, only to throw it all away in the last moment.

As Palomides says, it's probably necessary to specify the flow of the adventure to come up with fitting "tragedies" for the rest of the Court.

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The Queen & Unseelie Court (continued)

Yes, totally agree about "show don't tell" & the self-destructive tragic nature of the Queen and Unseelie Court.

I see the Queen as having been sucked thru a Rift via the Codex of the Infinite Planes. So her starting motive is to return to the planes of existence (from wherever she is...the Far Realm? the space between planes? an extradimensional pocket?), and she needs the Codex to return. Once she returns, her goal is to learn her True Name, though she may back off at the last second or even seek to destroy her True Name! These will be events which the PCs are involved with by (a) also seeking the Codex, (b) have opportunities to fight or talk with the Queen's presence & agents, (c) quest to get her True Name before she does, and (d) potentially defeat, redeem, or damn the Queen.

In the Queen's absence her Unseelie Court is being run by a proxy turned pretender - the False Queen Shalizeh Windshadow. While the False Queen does prevent the Court from descending into total anarchy, she also also enjoys the power and wants to hang onto it for as long as she can. The False Queen is a ghaele eladrin knight who also seeks the Codex...I still am working out her motives, what her interest in the Codex is, her tragedy, and the PCs' involvement...
When the Queen returns she will probably annihilate or terribly curse/exile the False Queen (I'm imagining the Queen of Air and Darkness as being jealous of her title, as she thinks Lolth and Auril covet her throne).

I'm debating whether the Black Diamond should be left out, or tied to the Codex somehow.

At least, those are my ideas so far.

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Swordwings and more

I was looking for suitable minions of the Queen of Air and Darkness that felt suitably bizarre, and I stumbled on the Swordwing. It's a 4e monster, an aberrant insectile dweller in the Underdark, and it collects all sorts of trinkets and magic objects with some kind of arcane hoarding impulse. And they're meant to be high-level foes. Cool! Here's a pic:

That's in addition to suitable monster's in the MM: night hags, will-o-wisps, shadow demons, nightmares, maybe displacer beasts, skeletons, and zombies.

And then the other monsters I could convert: dark weaver, banshraes, bramble faeries (as a swarm), yeth hounds (might be redundant), and quicklings (said to be made by the Queen).

That's not to mention spriggans (also said to be made by the Queen), which I suspect will be getting the 5e treatment - probably along with quicklings - in the next monster manual, whenever they release that. Christopher Burdett, one of the big D&D monster artists, did a great picture of a reconceived spriggan that would fit right in with the Unseelie Court as I'm imagining it:

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How about these works by Keul

How about these works by Keul Chun Jang?
This is what I would expect from the Unseelie Court.

Quickleaf
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Interesting!

I like the style and think some of it is spot on. I'm curious what you think these pics depict in D&D terms?

1. Zombie & quicklings?
2. Redcap or spriggan?
3. Ghouls?
4. ?
5. A corrupted elf?

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Getting everything to gel with the Codex

I'm trying to tie my 5 major antagonists to the Codex.

I'm setting up Mnemosyne (arguably the living being with longest memory of time before gods) as the diametric opposite of the Codex. She seeks to use memories to teach, create legacy, inspire wisdom. The Codex seeks to consume knowledge, devour wisdom, subvert the prideful. It would make sense if Mnemosyne wants to destroy the Codex, but has been prevented from doing so cause she is bound in Carceri (and it's a frickin hard thing to destroy). It would be interesting / complicating if Mnemosyne's continued liberty means she needs the Codex in some way.

Aoskar, on the other hand, became a god using the Codex. For his cult it is a sacred relic. Though this isn't canon, it lines up super nicely with (a) Aoskar's portfolio is planar travel, (b) Aoskar's fall is portrayed as due to his hubris, apropos to the fall of others who used the Codex, (c) The last priest of Aoskar in Torment is seen banishing a fiend, which is a power of the Codex.

Now, the Incanterium are the latest to get their hands on the Codex which they seek to master the magical power of. Rather than just "because magic powerz!" I think it'd be cool if their goal is more about freeing themselves from magic hunger & more broadly about human evolution thru magic. Their factol, Enrizar Ahrevad, also has a side goal to free his beloved from the ether gap where she "fell" beyond the planes (at least that's the story so far), and sees the Codex as his best chance of doing that.

The Queen of Air and Darkness needs work. Right now I'm having her in an alliance of convenience with Enrizar Ahrevad to open the Rift, which the Queen gets sucked thru (because she is too eager, playing up her self-destructive tendencies). So her connection to the Codex is she needs it to return to the planes. But should there be more? My gut tells me there should be a more compelling connection between Queen and Codex...once I get that I think things with the Queen/Court will come together.

The Arcane Eye might be the power group that hasn't run across the Codex yet but is eager to.

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Hmmm, I'd say

Hmmm, I'd say
1. Quicklings and zombies
2. Gray jester
3. Wight and gnome ghouls
4. Spriggans or brambles
5. Corrupted elf

Do you really want to tie all of the antagonists to the Codex? This is a logical step of course, but it might seem a little bit forced for some of them.
There is no question in the case of the Incanterium and the Queen of Air and Darkness (with the background you have described so far). If the use of the Codex was responcible for Aoskars ascension the connection is also clear.
But for Mnemosyne... I'm not sure. I probably wouldn't connect her to the Codex, but have her actions and moral struggle mirror the actions of the PCs. The PCs hear reports of the Titan, visit sites of her passing but do not meet her until a later part of the campaign.

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About Mnemosyne...

About Mnemosyne...

Here's why I think she fits as the Codex's philosophical opposite/nemesis.

Mnemosyne is related to the three photo-muses Aoide (song), Melete (practice, thought, meditation), and Mneme (memory). She is very much a figure of oral tradition used to keep cultural memories alive passing them down thru the ages. Memory, while fallible, is a "living document" so to speak, with each generation adapting the message to suit them yet still in touch with the roots of the teaching because of oral transmission via songs and storytelling. The Codex is the opposite of that. It is the written tradition taken to the extreme, codification of everything in existence but stripped of context. Many of its pages came at the destruction of a master sage / wizard, thus severing the chain of transmission. Moreover, it jealously keeps its secrets. With the Codex, memory no longer serves the future but becomes a shackle to enslave the foolish to the cursed artifact.

As a minor secondary point, both Mnemosyne and the Codex are really really old. Mnemosyne predates the gods, being a Titan and all. While there is no certain history of the Codex, a lot of conjecture suggests that it's as old as or older than the gods.

EDIT: A sudden insight! What is Enrivar Ahrevad (the Incantifer factol)'s beloved was one of the Muses, that is, one of Mnemosyne's daughters?

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Too logical to be logical...?

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A sudden insight! What is Enrivar Ahrevad (the Incantifer factol)'s beloved was one of the Muses, that is, one of Mnemosyne's daughters?

Yeah, that would be a nice twist to the story.

Quote:
... As a minor secondary point, both Mnemosyne and the Codex are really really old. Mnemosyne predates the gods, being a Titan and all. While there is no certain history of the Codex, a lot of conjecture suggests that it's as old as or older than the gods.

You have convinced me ;)
That definitely makes sense.
I guess it's just a matter of my own perception that I think it to be illogical if everything fits together too logically - strawberry modron malfunction -
.
By the way:
I think it should be mentioned how much your campaign does for the activity here on the site (166 posts and 5.619 views currently). Besides sciborg2's Inspiration/Infinite Staircase there's no other topic even close to that.
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Along the same lines as

Along the same lines as Knight, I would also say that it's more interesting (and planar) if the pieces don't all fit together too neatly. Having the Codex be a part of both Aoskar and Mnemosyne's histories makes the world feel smaller, brings everything closer together rather than leaving it sprawling and bizarre. Coincidence and chance are both big parts of the planes. It being the linchpin of Aoskar's ascension and downfall makes him seem like something of a cheat, and by extension the Lady of Pain's destruction of him seems less impressive for it. It would definitely be of interest to the Aoskians and their god, no doubt of that, but I would stop short of making it their holy grail. As you mentioned earlier, it does largely preclude the need for portals, which are definitely sacred to them, so there's good reason for there to be some conflicting feelings about it.

I do quite like the idea of Enrivar's beloved being a Muse, though. It does bring them both closer to the main plot, and I think 'because magic powerz' is a good motivation precisely because of its superficiality. It's what the players are bound to think starting out, and it would be plenty for most Incantifers, but true love is enough of an underlying twist to be compelling.

The Codex is powerful and inexplicable enough to be a goal and character unto itself, and because it's a capricious artifact by nature. I don't think you necessarily need all your villains to have attachments to it stronger than the obvious, personal reasons anyone might have for an object of such power and inherent value. It's the race to the lamp, the heroes and villains all out to have their wishes granted.

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Aoskar

Aoskar's connection to the Codex I am less sure about.

My thinking was: The adventure has an ancient planewalking artifact which leads the mighty to ruin by their own hubris. The adventure also has a dead god once revered by planewalkers who met his ruin because of his own hubris trying to take Sigil. It just seemed logical that there should be *some* connection between these two elements.

I also feel like every time I write about the Cult of Aoskar that I need to give Aoskar's past, priesthood, sacred sites,and priesthood more description since they're left vague in the books.

Perhaps, however, I can focus on what the Cult is doing now - trying to get the Codex as part of their grand plan to revive Aoskar - and the personal motives of the cultists involved, and leave Aoskar's history out of it?

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Alluvius Ruskin & Tivvum?

As an aside, anyone have opinions on what fate I should pick for Alluvius Ruskin? She's the Incantifer from UNCAGED: FACES OF SIGIL who is one of the final villains of FACTION WAR. What about Tivvum? Old factol of the Incantifers and her mentor.

I'm leaning toward having Tivvum be a living spell & Alluvius Ruskin imprisoned somewhere (via imprisonment spell). Some options from the PHB spell description:

  • Buried in a sphere of force underground.
  • Chained to some Lower Planar site.
  • Trapped in a labyrinth, a la one of the Mazes.
  • Trapped in a gem, a la Shekelor's Gem which she sought.
  • Eternal slumber.
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Tivvum as living spell sounds

Tivvum as living spell sounds good. Alluvius Ruskin should probably be dead after the events of Faction War. But maybe she was only imprisoned (the sphere of force appeals to me but I’m not sure if such a spell would work in Sigil) or was able to flee via a contingency spell. Trapping her in a gem would be a nice reference to Faction War and Shekelor’s Gem.

Quote:
I also feel like every time I write about the Cult of Aoskar that I need to give Aoskar's past, priesthood, sacred sites,and priesthood more description since they're left vague in the books.

Well, I’d keep it as vague as possible. The destruction of Aoskar is one of the grand mysteries of Sigil and the Planes. The more you define, the more you take away of the mystery.

Quote:
Perhaps, however, I can focus on what the Cult is doing now - trying to get the Codex as part of their grand plan to revive Aoskar - and the personal motives of the cultists involved, and leave Aoskar's history out of it?

Yes, that’s probably the best way to handle it. When the Will of One tried to revive Aoskar in my campaign they searched the planes for certain artifacts associated with Aoskar and portals in general (a gem said to have formed from Aoskars blood, the key-shaped Riftblade and an obelisk which's origins I can’t remember at the moment). The Codex of the Infinite Planes definitely sounds more interesting than the stuff I used back then.
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Quickleaf wrote:My thinking

Quickleaf wrote:
My thinking was: The adventure has an ancient planewalking artifact which leads the mighty to ruin by their own hubris. The adventure also has a dead god once revered by planewalkers who met his ruin because of his own hubris trying to take Sigil. It just seemed logical that there should be *some* connection between these two elements.

I don't think logical is necessarily the right tone to aim for with Planescape. ;)

There were probably plenty of connections between the two in Aoskar's day, but saying that Aoskar used the Codex to achieve his godhood, or held it sacred or blasphemous... I don't know. It seems kind of on the nose. You take away some of his mystery.

I agree with Knight about Aoskar-- keeping the Aoskians vaguely defined and schismatic with a god that's dead and buried and ill-remembered is what works for them. It's part of their charm. This is a group that the Lady of Pain utterly destroyed millennia ago, and for context, people barely remember the Expansionists, and it's only been 500 years since the Great Upheaval. The factions tend to enforce the Lady's will, whether they mean to or not-- out of self-preservation, if nothing else.

Chances are any long-lived surviving worshippers of Aoskar, if they're even still loyal, are canny enough not to broadcast the fact. Those mortals who've taken up the practice are probably viewed as worse than barmy by any Sigil-centric planars. They're probably raggedy hermits and new age-y pantheistic types, rather than a devoted cult. It's belief that sustains a god. Perhaps Her Serenity managed to kill more than just Aoskar's divine form, but struck at his very core, the very idea of him.

Unless there's a very old, very cloistered monastery deeply hidden in those portals that were lost and forgotten when Aoskar was slain. You'd have free rein for that, and it would make sense if they were very set in their ways...

Quickleaf wrote:
I'm leaning toward having Tivvum be a living spell & Alluvius Ruskin imprisoned somewhere (via imprisonment spell).

Do you really need (or want) both Alluvius and Tivvum? Lu might be in her shop or dead/otherwise indisposed depending on when this adventure is played, so the more you use her, the more work that potentially creates. Maybe better just to leave her slightly to one side, and let potential DMs decide how to utilize her?

Tivvum himself could be interesting to develop, though. As a living spell, maybe he's a mentor/minion to Enrivar?

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I appreciate the help, thanks! More on Aoskar...

I appreciate the help, thanks guys! Whenever I feel stuck or have writers block I can count on posting here to give me fresh inspiration and a new perspective :)

It sounds like the best way to go is to leave Aoskar's mystery a mystery, and to focus on his fractured cult and their agenda (which are likely not unified). Of the 5 power groups I have set up, the Cult of Aoskar is the least cohesive. There is no one leader. Some of the "members" include portal guardians like mimics or caryatid columns or per. Those who do congregate do so with extreme secrecy and are a bit divided.

For example, you have the remnants of the Will of One. While I like the big idea, I never found Prisine, Terwolfe (from UNCAGED), or Origax (from DOORS TO THE UNKNOWN) that compelling. Their decision to illustrate the truth of their philosophy by imagining *Aoskar* back to life seemed arbitrary. Why Aoskar and not some other dead god? I'm brainstorming ideas here, but maybe one of you guys has some thoughts on these NPCs or throw to tie the Will of One more to Aoskar specifically?

On the other hand, you have a group I'm calling "Seekers of the Door" who believe if they can find just the right portal all their prayers will be answered, and invoke Aoskar's intercession to aid them. They include gate orphans marooned on the planes, people whose loss was so great their only respite is to find the portal leading to the afterlife where their loved one await, planewalkers who found an amazing paradise once and seek to return thru the right portal, etc. As you can see, hardly a unified group. Though I'm thinking they'll have some tie-in to the Infinite Staircase...

And then there are the few remaining priests/proxies of Aoskar. There's Fell of course, his sole surviving proxy. And Aola, his last living priest from TORMENT, who I plan to have taken for execution by Wyrm in one of the campaign events (the adventure is organized by adventure sites with "campaign events" scattered around, e.g. Petitioner's Square will be a described area and underneath it will be the "Death of Aola" campaign event). The skull of Imendor, the high priest of Aoskar, will be in Bones of Night or the Wererat Kingdom. And I'm making up an Aoskian Sibyl which dwells on the Infinite Staircase.

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The Will of One's decision to

The Will of One's decision to use Aoskar *is* arbitrary. It's meant to be. The Will themselves are arbitrary. The impression I always had from them is that they were formed on a lark, Signers being notoriously self-absorbed and decadent, and Aoskar just happened to be a handy symbol for their defiance. It helps that he's also a ready-made source of controversy. Reverse one of the Lady's edicts? That's a surefire way to get mazed or flayed, and fast. But it's also a way of getting lots of attention, and the Will being made up of the most egotistical members in a bunch of solipsists, I'm sure that's a pleasant benefit all on its own.

I think the Will of One are one of those elements of Planescape that's meant to illustrate its self-awareness. Yes, they're kind of ridiculous. They know it, you know it, and the authors know it. But the idea that they might succeed makes them dangerous, and it draws those who would take the whole idea rather more seriously. The Sign of One is all about the power of belief, and the things people believe don't always make sense, even to them.

...Getting a hold of the skull of Imendor, either before Lothar gets his hands on it or else acting on his behalf, now that sounds like a quest if I ever heard one. That'd be an excellent primer on the nature of the Planes, and a hard-knock lesson in the politics of Sigil's vermin-ridden underbelly.

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Will of One

Yep, you pegged Imendor's skull as a quest.

About the Will of One...yes, there was a certain ridiculousness and whimsy that Planescape embraced. I do want to include that. However, maybe I can build on Will of One in a way that retains that solipsism ridiculousness while also giving them a stronger purpose. The ideal adversaries in Planescape are the ones players can debate the merits of their philosophies, or even see they have some valid points. Giving them specificity about choosing Aoskar doesn't diminish that their whole premise "imagining a god back to life, cause we can!" as somewhat silly.

That said, Aoskar can be seen similar to Janus as a god of beginnings and transitions, which are exemplified by portals/gates. Being on the threshold of a new venture, the cusp of a new idea, those are things that would be precious to Aoskar. Since Signers place so much emphasis on the imagination and what the mind creates, and since they themselves are filled with the sort of hubris which got Aoskar killed, it actually does make sense that Aoskar would be the one they chose. I'd like to make the Will of One clearly a part of the Cult of Aoskar, and that implies respect or reverence for the dead god, so I'm considering going one step further and having them believe Aoskar is The One.

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Update on writing

Just past the 35,000 word mark today! (~70 pages in a formatted illustrated rpg book)

A few little tidbits...

There's a portal trick table inspired by the ones in the 5e DMG. On a result of 25, conditions from the destination bleed thru the portal ina 100-ft radius. On a result of 77, one character is whisked away when they cross the portal threshold to answer the questions of a clueless mage for up to a minute.

Side quests in Ironridge include trouble with the circean embers from Dead Gods, being able to solve a vargouille infestation by feeding a villain to formerly Mercykiller vargouilles, negotiating with a spectator to clear mines in a situation where fighting is deadly, protecting a planar trade caravan by getting them to outpace pursuing demon raiders thru the power of belief, and dealing with a shadow demon for rare spell components.

About ~20 monster conversions so far, including the memory-wiping-gas-breathing maelephant. Nastier than I remember, turned out to be CR 8. I'm trying to include the old Planescape-style quotes, especially in the monster section: "A maelephant may never forget, but those who cross them usually do." -Tarsheva Longreach

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The Problem with Signers

I always had a problem with the Sign of the One as it is one of the easiest factions to express in terms of philosophy; but its darn hard to use them as the catalysts for adventures:
"If you can shape the multiverse, why do you need my party to get the Macguffin of Power? Why don't you just think it into your hands?"

While I always have a couple of members of each faction be comical stereotypes (e.g. an "Eeeyore" type in the Bleakers, a goth teenager in the Dustmen, a self-absorbed hippie in the Signers, etc.); I try to make most of the faction have a credible philosophy. It is more difficult with the Signers ("Why should I believe you? How can you ALL be the one dreaming up all the rest of you?")

To make this faction managable, I tweaked them so that most of this faction don’t believe that all of reality exists in their own mind; but rather have a philosophy that is an offshoot of that of the philosopher Berkeley. Berkeley believed in an absolute reality, but he admitted that our understanding and ability to deal with it is impeded by our limited senses. So like the fable of the five blind men who encounter an elephant and (due to their limited senses) and each insist that it is something else (one felt the trunk and thought it was a snake, one felt a leg and thought it was a tree trunk, etc.) the majority of my Signers are trying to break through the arbitrary differences created by different perceptions/opinions and get to the greater truth. For example, my Signers believe that a force of "Death" exists in the universe; but they feel that all the different gods of death are illusions created by cultural bias, etc.
Occasionally, they seek to unite with other members of their faction in a united attempt to alter reality and prove their power to others. Once proven, they can argue the reverse and point out that if they can arbitrarily create a "reality" then the "reality" that most people accept might not be as absolute or true as others believe. Based on what project they are working on at the moment, I could see the Signers as being of interest to other factions (e.g. the Athar might get excited about a project that "proves" that the gods aren't as all-powerful as they claim to be)
In epic campaigns, the Signers might gain too much power and their projects begin to warp reality in dangerous, unexpected ways. For example, perhaps the combined will of a Signer sect releases a collective dark being from their consciousness (ala the id force released by mental enhancement equipment in the movie “Forbidden Planet”)

Some other Signer ideas:
-Various Signers are being brainwashed and forced to work in unison to create a new reality (one that favored the brainwasher)
-A light-hearted adventure where a mischievous Signer targets one PC for a string of "bad luck" and have a series of minor inconveniences and annoyances occur (solely to that one PC) encouraging the PCs to track down a number of false leads to find the cause of the "curse" [Perhaps “testing” him under someone else’s orders]
-Something is greatly enhancing Signer powers, but with each Signer following his own muse; the effect is chaotic. Xaositects love it and false rumors are about that Limbo is bleeding into Sigil
-Sign of One member who believes she is an actor in the play of life. She seeks to step away from the Center (i.e. the “stage”) and find the Director or the Writer of the play that is her life. Will it be a Power or something greater?
-The Sign of the One is about to challenge a rival faction to prove how powerful the combined power of their minds really are
-A fiend could try to corrupt a group of Signers by making them more sinister and parasitic in their approaches to imagining a new universe. Basically, the fiend convinces the Signers into thinking they're mentally superior to all other beings (after all, they imagine the universe into existence, so therefore everybody else are simply imaginary toys to entertain the Signers).

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Quote:To make this faction

Quote:
To make this faction managable, I tweaked them so that most of this faction don’t believe that all of reality exists in their own mind; but rather have a philosophy that is an offshoot of that of the philosopher Berkeley.

That's an awesome idea Palomides. Definitely something to think about.

Quote:
I'd like to make the Will of One clearly a part of the Cult of Aoskar, and that implies respect or reverence for the dead god, so I'm considering going one step further and having them believe Aoskar is The One.

Well, we had the Will of the One, the Way of the One in Dead Gods... why not a Faith of the One?

Quote:
About ~20 monster conversions so far, including the memory-wiping-gas-breathing maelephant.

Would you mind to share the conversion with us? I don't have the 5E monster manual and am pretty curious what a stat block of a monster like the maelephant would look like.

Quote:
Side quests in Ironridge include trouble with the circean embers from Dead Gods, being able to solve a vargouille infestation by feeding a villain to formerly Mercykiller vargouilles...

Whew, sounds like a lot of work. Do you plan to include that many sidequests for each of the adventures?
Make sure not to saddle yourself with too many sidetracks/-quests.
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Immaterialism, Will of One, and further thoughts

Yes, subjective idealism / immaterialism seems a more coherent basis for the Signers.

What I' thinking for the Will of One (as part of the Cult of Aoskar) is that to them a portal represents a paradigm shift a literally leaving behind one reality for another, another way to "see the elephant from a different angle" as it were. Maybe they believe that the loss of spiritual understanding of the significance of portals perpetuates the illusion of multiple realities/beliefs (rather than unity of the One)? Aoskar may be the One, or he may be (according to them) their beliefs made manifest as a god/guide to the One. As they tell it, once they had greater sway over the Sign of One faction in olden days and this is how Aoskar came to be/be perceived. It's a bit esoteric, but if just might work to tie them to Aoskar more strongly.

KnightofDecay wrote:
Would you mind to share the conversion with us? I don't have the 5E monster manual and am pretty curious what a stat block of a monster like the maelephant would look like.

Sure, I'll post the maelephant in the 5e monster conversion thread I started a while back.

KnightofDecay wrote:
Whew, sounds like a lot of work. Do you plan to include that many sidequests for each of the adventures? Make sure not to saddle yourself with too many sidetracks/-quests.

Well a 256-page project is a lot of work ;) With the side quests, they're each just paragraph long ideas with reference to any relevant NPCs or monster stat blocks (either ones in the MM or I've converted/made). Ironridge has more side quests than most adventure-sites (which just get 2-3) because it is a starting area. The adventure proper begins at level 2 and I give the DM options about how to handle level 1:
  • Start PCs in Ironridge at level 2 with the Rift tearing. This is the "fast" start for experienced players.
  • Start PCs in Ironridge at level 1, and use side quests / the town description to get them to level up before introducing the Rift.
  • Start PCs in Sigil at level 1, and let them meander about, using side quests from various wards to get them to level up, and organically lead them to Ironridge.
  • Start PCs on Prime world of your choosing at level 1, and have them explore the Vault of Enkaur Urmazd which will level them up and transport them to Ironridge on the planes.
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Poem

A book without author, a book without end,
It's pages not of paper but of lead;
A book with no subject, a book which was penned
By infinite hands with words left unsaid;
A book older than time, a book that portends
The fall of the prideful and rivers of dead;
A book that offers power, it is a false friend,
And who calls himself master has been mislead,
For he is the book's slave instead."

-Marinj the Poet

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Ah, Planar Poetry rocks!

Ah, Planar Poetry rocks!

You might also want to include an excerpt from John Keats Hyperion

Mnemosyne!
“Thy name is on my tongue, I know not how;
“Why should I tell thee what thou so well seest?
“Why should I strive to show what from thy lips
“Would come no mystery? For me, dark, dark,
“And painful vile oblivion seals my eyes:
“I strive to search wherefore I am so sad,
“Until a melancholy numbs my limbs;
“And then upon the grass I sit, and moan,
“Like one who once had wings"

Quote:
Ironridge has more side quests than most adventure-sites (which just get 2-3) because it is a starting area. The adventure proper begins at level 2 and I give the DM options about how to handle level 1:

Sounds great. You really seem to have thought of everything. :)
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Things and stuff...Mnemosyne too

Wow, I'd forgotten all about that oneby Keats. Epic, thanks! Haha, I haven't thought of *everything* but I do try to cover my bases.

About Aoskar... I followed your guys' recommendation to keep his history separate from the Codex. I think I now have an angle for the Will of One to make more sense in the Cult of Aoskar - being focused on the spiritual significant of portals as gateways to paradigms.

Currently I've been looking at Mnemosyne, finding suitable followers (lillends? darklores? the muses?), establishing the mystery cult, and thinking about two questions:

1) What knowledge did Mnemosyne possess that led the Olympian gods to imprison her in Carceri? I need to come up with something more specific than "because Titan!" I'm envisioning her having been trapped with a crystalline mask that made her memories unreliable and loop in on each other according to the Unity-of-Rings.

2) Should Mnemosyne get stats? If so, what should she look like? My gut sense is "no." By way of comparison, in 5e Empyreans (CR 23) are the "lesser titans" (according to Vortex of Madness her proxy is one such Titan named Antymony). So if she gets stats she's going to be somewhere between CR 23 and CR 30 (Tiamat). If she doesn't get stats, I have to consider how to handle the PCs having an encounter with Mnemosyne.

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Mnemosyne Secret

I suppose Mnemosyne could remember something the gods don't want exposed [e.g. when Zeus, Poseidon and Hades cast lots for their realms; maybe Zeus cheated]

If the cycle of history repeats, perhaps Mnemosyne remembers the history before the titans; when the prior gods came to an end after defeating the prior titans. Perhaps the gods want to shield themselves from knowing the paths they are destine to follow if the cycle is going to repeat again

The one I just came up with that I kind of like: titans are typically represented as embodiments of raw (elemental) power. So what if Mnemosyne represents an overwhelming force that would cause everyone to wallow in their memories instead of living in the present? Maybe the gods banished her to save humanity (and themselves?) to force them to turn towards the future and to strive to accomplish "great things"
[I hadn't thought of this initially, but isn't there a mirror in the Harry Potter books that is a similar moral? Maybe this is too similar]

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Mnemosyne (continued)

Palomides wrote:
I suppose Mnemosyne could remember something the gods don't want exposed [e.g. when Zeus, Poseidon and Hades cast lots for their realms; maybe Zeus cheated]

Yeah, I'm trying to broaden Mnemosyne' appeal a bit beyond just the Olympian myths, sort of in the same way the Planescape setting made Anybis the guardian of dead gods.

Quote:
If the cycle of history repeats, perhaps Mnemosyne remembers the history before the titans; when the prior gods came to an end after defeating the prior titans. Perhaps the gods want to shield themselves from knowing the paths they are destine to follow if the cycle is going to repeat again

That's a great way of looking at it! Sort of the reverse of seeking out an oracle..."if we don't know our fates then we can change them."

Quote:
The one I just came up with that I kind of like: titans are typically represented as embodiments of raw (elemental) power. So what if Mnemosyne represents an overwhelming force that would cause everyone to wallow in their memories instead of living in the present? Maybe the gods banished her to save humanity (and themselves?) to force them to turn towards the future and to strive to accomplish "great things"
[I hadn't thought of this initially, but isn't there a mirror in the Harry Potter books that is a similar moral? Maybe this is too similar]

I think that's headed in the right direction. Though I'm not sure I want to confine Mnemosyne to a "static past vs. dynamic future" role. Certainly that could be part of it, but I think there is more to her. Something along the lines of "multiples histories vs. one history" seems to fit a bit better, reflecting the idea that while memory (in the oral tradition sense) is adaptable to the times, it is also subjective and mutable. Five people remember the same event differently - which is right? Or can they all be right? It's what differentiates Mnemosyne from the Codex: a living context in which to place those memories.
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Random faction thoughts

With the splinter group (the Will of One) joining the Cult of Aoskar, I see it as the plans of Prisine (UNCAGED) and the other Signers behind it getting out of their control. Many in the Will of One actually start to believe in Aoskar, not just as an arbitrary lark but as a symbol of their ideology. So much so that they identify more with Aoskar's symbol than the Sign of One's.

Similarly, there might be a Godsmen mage splinter group (magic is the path to evolution) who join the Incantifers. That could be an interesting twist...not only are the Incantifers siphoning magic but they're stealing believers too...

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Faction Write-ups

I just got done writing the various faction snapshots for the DM, describing how they each relate to the main power groups and to the Codex. Here's an excerpt:

Doomguard ("Sinkers")
Entropy is the natural state of the multiverse, according to the Doomguard, and the more we get out of its way the better, while some point to the Rift as evidence of their philosophy, others are concerned that there's nothing natural about the Rift - too much entropy is just as bad as not enough. This perspective carries over to the Unseelie Court; some Sinkers revel in its destructive madness, while others see it as excessive, they tend to see the Incanterium as a force of entropy, draining all magic, though they'd rather dead factions stay dead. The same is true for the dead god Aoskar. The Doomguard's view on Mnemosyne follow suit; memories aren't supposed to last forever, so maybe it would be better if the titaness was left to rot in Carceri? When it comes to the Codex, many Sinkers revere it as an embodiment of entropy, pointing to the glorious devastation that followed in its wake at the City of Brass.

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Quote:If the cycle of history

Quote:
If the cycle of history repeats, perhaps Mnemosyne remembers the history before the titans; when the prior gods came to an end after defeating the prior titans. Perhaps the gods want to shield themselves from knowing the paths they are destine to follow if the cycle is going to repeat again

Maybe Mnemosyne remembers something about the Uranos-Kronos-Zeus-?-cycle.
If Zeus would have allowed this cycle to repeat again, one of his sons
would have ended his reign - thus he found some secret way to lock his son (or perhabs his daughter) away.
Actually I'm not sure if there is anything in greek mythology regarding this topic.

Quote:
With the splinter group (the Will of One) joining the Cult of Aoskar, I see it as the plans of Prisine (UNCAGED) and the other Signers behind it getting out of their control. Many in the Will of One actually start to believe in Aoskar, not just as an arbitrary lark but as a symbol of their ideology. So much so that they identify more with Aoskar's symbol than the Sign of One's.

Sounds good. Not sure if I have asked before - so you wan't the campaign to take place Pre-Faction War?
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Quickleaf wrote:1) What

Quickleaf wrote:
1) What knowledge did Mnemosyne possess that led the Olympian gods to imprison her in Carceri? I need to come up with something more specific than "because Titan!"

Do you? Because this is Zeus and Poseidon we're talking about (Hades less so, depending on whether the myths in question). It also seems in keeping with the brothers' track record with past lovers. Zeus in particular, of course.

Mnemosyne was the mother of the Muses. Maybe more than her wanting to escape, it's that a daughter of hers, along with elements of her cult, want to set her free. Her imprisonment is unjust. Maybe knowing what she does, however, Mnemosyne knows better than to seek her own freedom. There are Things Man Was Not Meant To Know, etc. (In real-world myth, she and a few other titans are not cast into Tartarus at the end of the Titanomachy, having not participated in the fight against the Olympians.)

I like the idea that the power groups create conflict not just between the factions, but within them. It seems fitting to me that a splinter-of-a-splinter within the Will of One eventually breaks off entirely, when their belief becomes more than just a thought experiment. That's how cults often operate, and it could also fit with what Signers believe: that one of the Will, or Aoskar himself, reshaped reality with their belief.

Palomides wrote:
While I always have a couple of members of each faction be comical stereotypes (e.g. an "Eeeyore" type in the Bleakers, a goth teenager in the Dustmen, a self-absorbed hippie in the Signers, etc.); I try to make most of the faction have a credible philosophy. It is more difficult with the Signers ("Why should I believe you? How can you ALL be the one dreaming up all the rest of you?")

I really enjoyed this post, but, by way of possible responses:

"...We can't *all* be." I forget what book discusses it in more detail (Factol's Manifesto?), but as I recall many Signers accept a level of uncertainty inherent to their philosophy(-ies). Living within your own head, if someone else was merely a figment of your imagination, you wouldn't be able to tell; if you were someone else's dream, there would be no way for you to know. Not unless you could find this elusive One, that is. For that matter, the One might no longer be alive today, or still yet to be born. Past, future, and present, if they all stem from one mind, it's up to them to decide when they live.

"...Only some of us." There might be more than one One; not everyone has this power, certainly not every member of the faction. Reality is not consistent. When two Signers with opposing dreams for how the world should be clash (or when their dreams do), perhaps that's the root of war, and disasters both natural and otherwise.

"...How do you know we're not?" How do you tell? Maybe everyone has the powers of a Signer, if they really believe. If reality is mutable in the way it seems to be across the planes (subjective gravity, timelessness, magic, and all), and if that extended to your memories or time itself, then if it changed you might never know it. If the reality we perceive is just a matter of consensus between a million billion dreamers, Mage: The Ascension-style, then the only way to prove it is to believe it yourself.

Fittingly for the faction, most 'proofs' of the Sign of One's beliefs are only going to work on an individual basis, and thus always questionable to others, sort of a 'Law of Attraction' confirmation bias type-of-thing. But of course, the Signers won't care. Belief in oneself is just faith of another kind. That, I suppose, was the reason the Signers and Godsmen melded into the Mind's Eye post-Faction War.

Quickleaf wrote:
Similarly, there might be a Godsmen mage splinter group (magic is the path to evolution) who join the Incantifers. That could be an interesting twist...not only are the Incantifers siphoning magic but they're stealing believers too...

Or vice versa. The Incantifers think they're corrupting the Godsmen, but really they're being swallowed up, belief-wise. I like that, because while the Incantifers are generally treated as inherently evil, they might have friends in the Godsmen who can see the usefulness of Incantifer powers, while still being wary of them... Just possibly not wary enough.

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Faction War

KnightofDecay[/QUOTE wrote:
Sounds good. Not sure if I have asked before - so you wan't the campaign to take place Pre-Faction War?

I'm slyly dodging this question and letting it be up to the DM whether this is pre-Faction War, and if after the war what effect the war had exactly. Basically, I'm giving a sidebar which sums up the main changes created by the Faction War (Factols mazed/killed, Lady's decree, factions no longer officially control civil government, Shattered Temple destroyed, Godsmen/Signer merge, and Mercykiller split). Btw, I did a poll at ENWorld of about 150 gamers) and ~60% voted in favor of pre-Faction War faction set up as preferable in an adventure.

The factions have roles to play in the adventure but the focus is on bigger events, the grander stage, elder entities and ancient artifacts.

In presenting the factions & Sigil I do a couple things to make the adventure adaptable regarding Faction War:

  • I don't have any factols appear in the adventure.
  • The faction headquarters I use in Sigil (Civic Festhall, Gatehouse) haven't changed significantly, operated by the Bleakers and Sensates respectively, even if no longer "official."
  • I do use the Shattered Temple, however. Alluding to Faction War having a temple of Hades built over the ruins, I have a conflict between Athar & Hades/Dustmen over a crypt in the Shattered Temple District. Still working out the details, probably ties into secrets of Aoskar and/or Mnemosyne. This way fits both pre-/post-Faction War timelines.
  • In describing the Godsmen, I hint that they've lost followers recently to the Incanterium. The DM can play that as a result of Faction War, or the DM can play that as a pre-Facrion War hook.
  • In describing the Signers, I hint that they've lost a splinter group (Will of One) recently to the Cult of Aoskar. The DM can play that as a result of Faction War, or the DM can play that as a pre-Facrion War hook.
  • In describing the Mercykillers, I hint at divisiveness in their ranks - e.g. Sons of Mercy believe Mnemosyne was wrongfully imprisoned, while Sodkillers believe the gods were too lenient letting titans live in Carceri. The DM can have this be a struggle pre-Faction War, or a full on split post-Faction War.
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Mnemosyne

Unsung wrote:
Do you? Because this is Zeus and Poseidon we're talking about (Hades less so, depending on whether the myths in question). It also seems in keeping with the brothers' track record with past lovers. Zeus in particular, of course.

Great ideas there!

To answer this question, let me start by saying you're absolutely right that Zeus is a pretty spiteful petty deity, and "because Titans" works just fine. So why do I want more of a reason for Mnemosyne's imprisonment? The answer is three-fold:

(1) Because I want her context to be broader than just the Olympian pantheon (e.g, how the Planescape setting adapted Anubis) so that her threat/impact feels more cosmic and less "local."

(2) Because I acknowledge that real world myth / obscure D&D world myth split about Mnemosyne's fate. People encountering Mnemosyne in D&D for the first time in this adventure (but who are familiar with Greek Myth) might ask "Mnemosyne? Didn't she not fight Zeus and the other Olympians? Why is she in Carceri?" I want to provide a compelling answer to that question.

(3) Mnemosyne's motives (after being freed) are nebulous. D&D is silent on the matter. If I have her be about revenge on Zeus then it becomes a "localized" Greek gods soap opera adventure rather than a Planescape adventure. However, if I have a compelling reason for her imprisonment, that can suggest what her motives are once freed.

Hmm. Actually, I'm not 100% convinced on reason #3. She might just seek to destroy the Codex, and leave the rest of her motives a mystery...

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Muses?

Quick question: how would you stat the Muses?

It's possible the PCs may end up facing a Muse as an antagonist. I'm basically thinking a celestial bard with a special ability unique to each muse (e.g. Terpsikhore casts Otto's irresistible dance at-will as a bonus action). Probably a challenge rating somewhere between a deva (CR 10) and planetar (CR 16).

EDIT: My first draft has a Muse as a CR 14 celestial (Titan) of human size. Her main interesting features are:

  • An aura of inspiration that grants a d12 Bardic Inspiration die to allies who start their turn within 60 feet. This is huge!
  • A "Despairing Strike" trait that causes her attacks to deal 3d8 extra psychic damage if the target lacks either Inspiration or a Bardic Inspiration die.
  • A long-lasting curse unique to each Muse (broken only by remove curse cast by a caster of 15th level or higher). For example, Clio curses a creature who fails its Wisdom save to become so famous that everyone immediately recognizes them (no matter how much they try to hide with magic or disguises). Another example, Erato casts antipathy/sympathy in a round rather than an hour.
  • Some innate Spellcasting riffing off the Empyrean in the MM.
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Well I think thats probably

Well I think thats probably the best solution.

This is quite similar to the concept of the Radiant Sisters - Thirteen lilitu bards serving Malcanthet. I think they were presented in Malcanthets Demonomicon entry in Dragon.
http://www.succubus.net/wiki/The_Radiant_Sisters

Edit: with "similar" I mean the concept of giving them stats, not the creatures themselves.

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Muses & Radiant Sisters

Thats a cool idea, but I'm not sure how the concept of "a position that can be filled by another if one of the Radiant Sisters dies" carries over to the Muses. They're special *because* of their birth and can't be spawned like the Radiant Sisters. If "Muse" was synonymous with "proxy" or "powerful but ultimately replaceable servant" then it might work, but I think that corrupts the core concept of a Muse as a daughter of Zeus & Mnemosyne who embodies perfection in the arts beyond mortals, don't you?

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Mnemosyne (further thoughts)

Let's say you've freed Mnemosyne, the titaness who embodies memory. Memory is unchained. Now what happens?

(1) Those who've forgotten remember. Earlier I mentioned petitioners regaining memories of life as a possibilie "breakdown" in the afterlife. Another possibility is those who've lost memories to the Styx...though that might be going too far. A third possibility is that there are powerful creatures whose memories were wiped for good reason, and when they (whatever *they* are) start to remember bad stuff happens.

(2) There is more debate about the past/history, because memory is subjective. People have trouble agreeing on previously established facts. There are more conflicts and court cases that require a multiplicity of viewpoints to see the whole picture.

(3) Her followers - Mnemosynean mystics, the "Tabula Rasa" (amnesiacs seeking their memory), lillend, harpies, medusae, the Muses - set up a more permanent base somewhere as Mnemosyne's home (er, if she even has a physical body). I'm thinking since the gods want her reimprisoned, then the safeast place for her would be deep in the Outlands where divine powers are nullified?

(4) Memory crystals become sought-after treasures, and it's likely there is a "trapped" one at the Civic Festhall with some of Mnemosyne's secrets in it.

(5) Memory cores (the idea I mentioned earlier from ON HALLOWED GROUND) should feature into the adventure somehow, maybe as a site in the Astral Plane? Or as something a villain is trying to commodity or acquire a particular one?

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Home base

Just out of curiosity, where in the planes do you see a freed Mnemosyne setting up shop? I could see her feeling uncomfortable amongst the Olympians. But what plane do you think best fits her personality/alignment?

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Quote:If "Muse" was

Quote:
If "Muse" was synonymous with "proxy" or "powerful but ultimately replaceable servant" then it might work, but I think that corrupts the core concept of a Muse as a daughter of Zeus & Mnemosyne who embodies perfection in the arts beyond mortals, don't you?

Of course, I totally agree. I didn’t express myself well. What I meant was that using a base creature like your celestial (titan), plus a class, plus a unique ability has worked quite well for other comparable groups of creatures.

Quote:
(1) Those who've forgotten remember. Earlier I mentioned petitioners regaining memories of life as a possibilie "breakdown" in the afterlife. Another possibility is those who've lost memories to the Styx...though that might be going too far. A third possibility is that there are powerful creatures whose memories were wiped for good reason, and when they (whatever *they* are) start to remember bad stuff happens.

Sounds good. What are the reactions of the gods, whose (now kinda “sentient”) petitioners run wild? This might actually be the reason why ALL of the gods think that Mnemosyne should be imprisoned. So you could move the focus away from the “greek soap opera” to a more cosmic feel.

Quote:
(2) There is more debate about the past/history, because memory is subjective. People have trouble agreeing on previously established facts. There are more conflicts and court cases that require a multiplicity of viewpoints to see the whole picture.

I like that idea. This creates many role playing opportunities. The Mercykillers might be forced to set some of their prisoners free as witnesses suddenly revoke their statements and the Guvners are thus forced to change their sentences.

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(3) Her followers - Mnemosynean mystics, the "Tabula Rasa" (amnesiacs seeking their memory), lillend, harpies, medusae, the Muses - set up a more permanent base somewhere as Mnemosyne's home (er, if she even has a physical body). I'm thinking since the gods want her reimprisoned, then the safeast place for her would be deep in the Outlands where divine powers are nullified?

Probably the best solution for a Pre Faction War campaign. With the Post Faction War relocation of the Athar to the foot of the Spire there might be a problem… or the opportunity for an odd alliance.
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(4) Memory crystals become sought-after treasures, and it's likely there is a "trapped" one at the Civic Festhall with some of Mnemosyne's secrets in it.

Like that too.

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(5) Memory cores (the idea I mentioned earlier from ON HALLOWED GROUND) should feature into the adventure somehow, maybe as a site in the Astral Plane? Or as something a villain is trying to commodity or acquire a particular one?

I’d combine your two suggestions. Definitely as an adventure site, but with a particular memory which is sought after.

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Just out of curiosity, where in the planes do you see a freed Mnemosyne setting up shop? I could see her feeling uncomfortable amongst the Olympians. But what plane do you think best fits her personality/alignment?

Hmm, the Outlands probably, or maybe the Astral (inside a cloud of memory cores) – similar to Anubis/Guardian of Dead Gods. The concept of memories is rather independent from law/chaos, good/evil.
I think it would be very interesting if Mnemosyne would finally choose to bring stability to the Multiverse again and to go into self-chosen exile, maybe to the Negative Energy Plane.
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Locating Mnemosyne

Palomides wrote:
Just out of curiosity, where in the planes do you see a freed Mnemosyne setting up shop? I could see her feeling uncomfortable amongst the Olympians. But what plane do you think best fits her personality/alignment?

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Hmm, the Outlands probably, or maybe the Astral (inside a cloud of memory cores) – similar to Anubis/Guardian of Dead Gods. The concept of memories is rather independent from law/chaos, good/evil.
I think it would be very interesting if Mnemosyne would finally choose to bring stability to the Multiverse again and to go into self-chosen exile, maybe to the Negative Energy Plane.

Yes, KnightofDecay, that's where my thinking went too. While I like locating her near the center of the Outlands, it does raise a lot of questions that are unclear about the "loss of divine status", so would that affect Mnemosyne or not? On the other hand, the Astral probably is a more natural fit and has the nice theme of being the "graveyard of the gods", so a fitting spot for a Titan to reside. Probably will go with the Astral.

I do want her followers to have a headquarters somewhere, so the Outlands might make sense. As a lower-level adventure site, for example.

Other sites I consider important to Mnemosyne'a arc include:

  • Civic Festhall (Sigil) - accessing a specific memory crystal?
  • Mount Olympus (Arborea) - consulting a Muse? getting the dark from Olympians, maybe about the mask used to bind her?
  • Mount Chrystos (Carceri) - clues where she was formerly imprisoned?
  • Pools of Rememberance (Hades) - sacred site for her followers, restores memories instead of taking them? Based on Greek myth the pools/river was in Hades and her followers drank from it to remember rather than from the Styx to forget. I could locate it elsewhere...
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Followers of Mnemosyne

KnightofDecay wrote:
Sounds good. What are the reactions of the gods, whose (now kinda “sentient”) petitioners run wild? This might actually be the reason why ALL of the gods think that Mnemosyne should be imprisoned. So you could move the focus away from the “greek soap opera” to a more cosmic feel.

Ah, it was right in front of me! Haha, thanks for pointing that out! Yes, absolutely. Plus it makes a "runaway petitioner" quest very likely.

A petitioner (or petitioners) could try to reunite with their family, or might even join the Mnemosynean Mysteries. Which leads me to another question.... What sort of followers/monsters are part of the Mnemosynean Mysteries?

So far I have this list (from high CR to low CR):

Empyrean (CR 23; MM) - this is Antymony, her lesser Titan proxy, with some extra fear-based spellcasting added, more of the vengeful gods-hater than Mnemosyne
Muse (CR 14) - her daughters/proxies, one (which one? Melpomene the Muse of Tragedy maybe?) was in love with Enrizar and fell thru Ether Gap
Lillend (CR 8) - their racial orientation to mystery cults and mask wearing seems to fit thematically
Medusa (CR 6; MM) - not sure why I picked medusa, but I have this idea of a Medusean Oracle (or perhaps three of them) affiliated with the cult
Darklore (CR 4) - too perfect to not use, since they consume/transmit dark secrets, but I'll need to figure out how some of them end up serving Mnemosyne after they were created when the Maelvar Et Kadurik (sp?) fell into the Styx during the events of HELLBOUND
Ghost (CR 4; MM) - seem fitting as those who are haunted by memory, or keepers of memories
Mnemosynean Mystic (CR 2) - her few remaining worshippers, designed as warlocks with unique abilities like hard to remember faces, immunity to memory loss, object past reading, and seizing spell concentration
Harpy (CR 1; MM) - retrieving baubles and trinkets as well as memory crystals for Mnemosyne
Cultist (CR 1/8; MM) - the Tabula Rasa who are total amnesiacs seeking their memories

Note that I'm not statting Mnemosyne. I think that works better.

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The list looks good.

The list looks good.
Besides stereotypical greek mythology monsters nothing else springs to my mind.

Good idea to include the darklore (and the Maeldur Et Kavurik). But as the darklores consume memories, I'm not sure if they are not rather the antithesis to Mnemosyne and her cult. You could have a darklore recurringly attack or hunt the Muses/Tabula Rasa/Mnemosynian cult or anybody else in the campaign who has "tainted knowledge and foul truths" (this reminds me of the wolf in Neverending Story). Although the darklore would not be directly connected to Mnemosyne it would definitely strengthen the memory theme.

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By the way, I've finished my

By the way, I've finished my version of the Daughters of the Ligh sect symbol. But as I see it, there's currently no way to directly upload content to the site, is there?

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