Their members are renowed inventors, artisans, blacksmiths and engineers. The Believers of the Source or Godsmen, who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations.Athar refuse to get help or healing from cleric-specific deities as they are charlatans to them (druids are OK though). Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like augury, bestow curse, holy word or quest/geas. Some Athar like the very founder are loyal clerics and paladins forlorn by their deities in their moment of need. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). To them they are just incredibly powerful beings feeding off belief and not "TRUE" gods. The Athar or Defiers, cynical atheists and agnostics who believe the gods are frauds.The factions, which form the backbone of character interactions (and fill the splat role), are: " Pathway universes", the key elements of the magic portal network, including the Astral Plane, the Ethereal Plane, the Infinite Staircase, and Sigil itself.The Outer Planes are the literal afterlife where the gods live and their followers go when they die-it just turns out that with the right keys, you can walk there. For example, Mechanus (also known as Nirvana) is a Lawful Neutral clockwork universe which seems to consist mostly of gigantic gears tended by robot-like beings while Baator, the Lawful Evil plane, is literally Hell, and Bytopia is a Lawful Good / Neutral Good plane founded on the idea of honest hard work. Nine of the Outer Planes correspond precisely to an alignment the other eight are in in-between spaces. The Outer Planes, based on the in-universe Character Alignments.4 Para-elemental planes (Mud/Ooze, Smoke, Ice and Magma) are formed between the four elemental planes (Magma between Earth and Fire.), and 8 Quasi-elemental planes where an elemental and energy plane meet, Lightning, Minerals, Radiance, Steam and Vacuum, Dust, Ash and Salt (which are where the Positive and Negative Energy Planes, respectively, meet the planes of Air, Earth, Fire and Water). There 4 main Inner planes for the 4 classic elements, and 2 energy planes, one positive (life) and one negative (death). For example, in the Plane of Fire, everything is on fire, on the Plane of Water everything is underwater, etc. The Inner Planes, each of which is based around a theme regarding matter and energy.It is the hub of a vast network of magic portals that lead to many places, including: Sigil is a strange, Gothic, and often raucous metropolis that lies outside the rest of the Multiverse, inhabited by all manner of odd folk and ruled by the mysterious Lady of Pain and political parties -"philosophers with clubs", in more ways than one- called the Factions that Player Characters could join, all of them searching for the Truth behind the Multiverse. Planescape, released in 1994, links Spelljammer with the Manual of the Planes by incorporating the Prime and other planes of existence into an even larger network of worlds and magic portals. In 1989, the Spelljammer setting linked previous settings, including Dragonlance, Forgotten Realms, and Greyhawk, by allowing player characters to travel the Prime Material Plane, an infinite void in which each of the other settings exist as planets. Much of the material that would become Planescape was initially introduced in the supplement Manual of the Planes in 1987 by Jeff Grubb. Planescape is a Dungeons & Dragons setting, centered around its very own City of Adventure: Sigil, the City of Doors.
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