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5 years ago ::
Apr 01, 2008 - 4:53PM
#71
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Date Joined:
Apr 26, 2005
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I can accept that each setting has their own spectrum of viewpoints...but even so, the frustration that all these changes keep happening without even so much as an explanation. If you're going to collapse the inner planes and explode the Great Ring...I want a canon reason WHY. If I see one, I'll be happier, same as with Die Vecna Die -trying- to explain 3rd's changes. The reason is because they are using a different cosmology for the default setting. There is no cannon reason because the great wheel never existed in the cannon of the new setting.
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5 years ago ::
Apr 01, 2008 - 4:57PM
#72
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Date Joined:
Apr 14, 2007
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The reason is because they are using a different cosmology for the default setting. There is no cannon reason because the great wheel never existed in the cannon of the new setting. *Nods* What kalstrand said. Just like with nWoD there is a completely new setting, without any mention of the past, since that never existed in that setting.
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5 years ago ::
Apr 03, 2008 - 9:37AM
#73
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As I would most likely be a member of the Fraternity of Order, lets approach this rationally.
Let us start by laying out the things we can all agree on. A foundation to build the rest of our ideas from.
1.)We like Planescape – the setting, not necessarily the stand-alone products or their implementation, but the ideas presented.
2.)We like Sigil – The City of Doors. Its role as the “center” (metaphorically speaking, not necessarily physically) is compelling.
These seem to be two tenants we can all agree upon. If you do not agree with these tenants and you have no interest in seeing a 4E implementation of these ideas, then what are you doing here? Assuming we can all agree on that, lets move on to what Mark Rosewater would call the non-negotiables of Sigil. I want to restrict these to just Sigil, not all of Planescape. A good deal of discussion has been focused on struggling to see how this is implemented in 4E without alignments in regards to Gate Towns, i.e. people become more selfish and the place slips into Carceri. I am not concerned with the Gate Towns or outlands at this point, only Sigil. My reasons for this are two fold. First, Sigil is the only thing that has been mentioned thus far in printed material. Second, I believe Sigil will actually work better under the new cosmology, but that will take some explaining.
1.)Sigil is a planar metropolis – This means several things. First and perhaps most obviously, it is a city, not just a series of doors or the Worlds Edge Inn (which was itself just a bad take off of Gaiman’s Inn of Sandman fame). This city has a populace and a reason for existing. 2.)Sigil is ruled by the Lady of Pain – The Lady is a mysterious figure who maintains more or less complete control over the city without actually interfering much in its daily activities. She keeps out other gods. Who/What/Why she is remains a mystery. 3.)Sigil has lots of portals – Again, if this metropolis exists, there must be some way to get here and the reason classically given to reach this place was through portals or magical doors from other realms. The idea of a “center” of the universe outside of time and space has a long history in mythology and storytelling and I believe that is ultimately why Sigil is such a compelling place. 4.)Sigil is a place where IDEAS matter – Notice I said ideas, not alignments. I think one of the classic misinterpretations of 2e Planescape was that the factions were based on alignments. This was simply not true. Two of the factions had strong ties to one alignment above all else (The Fraternity of Order and the Xaosetics), but even they were not obsessed with the alignment of Law or Chaos, they were obsessed with the IDEA. The idea is what came first, then you simply made your alignment on your character sheet match that preconceived notion. Let me put this more plainly, Can you imagine a member of the Fraternity of Order who was not lawful? Or a Xaosetic who wasn’t chaotic? I can’t. But can you picture a lawful (alignment) person who disagrees with the stated goals of the Fraternity of Order. You bet you can. The alignment was a crutch to represent on your sheet the IDEA your character had. In 4E without a lawful or chaotic alignment, you are free to completely pursue your idea, no longer needing the false crutch. Anyone in the Fraternity of Order will act just the same. Their sheet may say unaligned BECAUSE THEY ARE! They don’t care about Good or Evil, just order in the universe. And so on with the other factions. Ultimately, the factions were about extreme versions of real world philosophies that mutated in the game world. That line is just as compelling in the new universe, with or without a wheel to support it. In fact, the factions are more free to follow just the idea now, without having to be concerned about whether or not the action that idea would lead to would be breaking the code of their alignment. As to the idea of “Why would anyone follow the factions ideas if they couldn’t cause a city to slide in Carceri as a result” I say poppycock. Why do people fanatically follow IDEAS in real life? Right now there are leftist communist rebels who want to attack the pro-capitalism forces. Members of jihadist groups fight other countries soldiers. Do any of these people fight because they follow an alignment? No of course not, they follow a set of ideas and the fight to build power or achieve the stated goal of their ideas.
Sigil in 4E
So what does Sigil look like in 4E then given the above parameters. Sigil is a city composed of planar inhabitants (this is the point of contention that would need to be worked out, who/what level/what races, etc), ruled distantly by the Lady of Pain. The city’s main power brokers are factions that fanatically serve a certain idea. These factions come into friction and attempt to constantly build their own power base and advance their ideas primacy in the minds of the other citizens. The city has portals that lead all corners of the multiverse.
Does this sound familiar? It should, its Sigil in any game. All of the other business is noise. These kernels, these ideas are what set Sigil apart and made it a compelling setting. It is these ideas that buried themselves into our brains to such a degree that we still discuss this imaginary place passionately to this day.
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5 years ago ::
Apr 03, 2008 - 10:37AM
#74
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Date Joined:
Aug 21, 2007
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Just one minor quibble with what some people are saying about the factions: A lot of them were tied to various alignments fairly securely. The Harmonium, the Mercykillers, and the Fraternity of Order were all lawfully-aligned factions, the Indeps (sure, they're not really a faction if you listen to them, but oh well) pretty much screamed neutrailty (in the sense of 'unaligned') The Xaositects, Anarchists, and Bleak Cabal all pretty much marched to a lot of different, yet chaotic, beats. The Transcendent Order is a borderline case for neutrality, because of the way that people are assumed to move closer to neutrality as they achieve greater degrees of enlightenment within the order's structure.
All that said, however, there's absolutely no reason why any of them couldn't fit into the Sigil of 4e. The ideals of the group don't really change, even if the alignment system were totally scrapped.
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5 years ago ::
May 11, 2008 - 8:47PM
#75
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Date Joined:
Aug 25, 2007
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Okay, I finished a player survey this weekend and with that information I have set forth on a campaign creation. The players wanted an enviroment that allowed for many diffrent concepts to be mashed together (planescape, rifts, and spelljammer were named as models along with many other ideas that could not be related without an open back drop).
I have thus gone with the idea of an updated version that I am calling Oubliette.
The following is the 'history'/'creation' myth to the existence of Oubliette. [may be a bit long but several players noted they wanted some detail to go with their campaign]
How it Came to Be
People as they wander the city streets and great bridges of Oubliette wonder how they came to be here in the City of Bridges. Long ago, the Gods arrived in the known from the unknown. They were not the first to arrive here and they were not the first to build the existences that are referred to as the Material. They were not even the second but instead are thought to be the third to come to this existence. The first that still have some semblance of names were the elemental forces but it is even possible that there was a more primordial existence then these great lords. After the elemental powers it is know that there came the Primordials. They are sometimes referred to as the first bringers of order. It is known that they were the first to separate the elemental powers away from the rest of the known. This first separation was believed to be the first war in the known. It is said that this is why all creatures to this day continue to fight and strive with each other. Other sages speculate that the roots of war go beyond this to the deep past that even the elementals have forgotten. It was this separation that is believed to have created the border area known as the middle lands or the middle kingdoms. Arguments abound among scholars if there is but one middle kingdom and all others are but reflections like imperfect images in the water or whether there are many separate individual kingdoms. It really does not matter but the creation of the middle kingdoms separated the elemental chaos from the astral realms. Now insulated from the chaos of the elementals, the Primordials were free to pursue their own pursuits without worry of the constant destructive chaos of the elementals. Like fat kings the Primordials safe in their homes let eons creep by without knowing or caring for change. Then came the time of the gods. Where they came from and why they left their previous homes it is unknown. What they found when they arrived was a rich existence with little interest in the new arrivals. The Primordials first welcomed the gods for they brought a new freshness to their rotting existence. The gods saw opportunity in the middle kingdoms and planted seeds of new life and change. The Primordials finding the new races moving in the middle kingdoms were amazed with the novel idea and soon created their own races to rule and subjugate the races of the gods. The Primordials had created the middle kingdoms; so, it was only right that their races ruled and subjugated the races of the gods. The gods soon realized that this pattern on the middle kingdoms was starting to be played out in the heavens too. The Primordials started to treat the Gods as beings to be enslaved and forced to full fill the will of the Primordials. The gods had found allies in the heavens in the form of angels. The angels were pure astral formed around the core of an ideal. Depending upon the ideal the angel lived out that purpose serving all who would offer it employment. Some would work for material rewards and some would work for spiritual goals. The gods with their allies that they had created in the middle kingdoms and the angels fought the second great war of the heavens and overthrew the Primordials. This is thought to be the start of the new beginning of the middle kingdoms. It was a time when Gods now walked the world and spoke advice to their favourite worshipers. It was also a time when the freedom that the gods started to experience led them to battle and struggle with each other. Some have wondered how a god like Gruumsh could lose an eye while granting the ability to their clerics to regenerate limbs and eyes. The Gods of this time fought to install bans or restrictions on each other. Defeat in battle allowed the other god to impose a ban on the other god. Respecting the ban was the only way to maintain order among the gods. To not respect a ban was to invite true warfare and destruction. While the system of the bans worked, some gods though refused to accept the system. They started to encroach on other gods portfolios and started to form kingdoms declaring themselves as greater and other gods as lesser. It is likely a war would have broken out among the gods at this point if it had not been for the rebellion of the angels. Some of the angels led by Asmodeus revolted against the gods. Some scholars argue that the angels did not rebel against the gods but it was merely the gods growing paranoia that saw in the actions of the angels rebellion. The gods tell that they had given orders to the angels on things they wanted built or changed upon the middle kingdoms and the angels were only selectively doing their will. The fact that many of the orders given by the various gods were often contradictory or would have caused large amounts of destruction to the middle kingdoms was no reason for the angels to not follow the god's commands. The gods finally called Asmodeus, the leader of the largest faction of the angels to account for the lack of following of their orders. Asmodeus claimed that the actions taken were in the best interest of the middle kingdoms and further that Asmodeus knew more of how the middle kingdoms needed to be managed to make them turn out. This was out right rebellion and so the war of god and angels began. This is sometimes referred by sages as the third great war of the heavens. Asmodeus seeking allies from the onslaught of all the gods and their followers sought safety beyond the barrier of the middle kingdoms in the elemental chaos. It was here that Asmodeus's followers changed and took on their new name of devils. It was also here that the devils arrival was not welcome. The elemental powers were mostly unaffected by the events that had transpired in the realms above. There were though those Primordials that had been cast into the elemental chaos or used it to escape from the eyes of the gods. It was in this elemental chaos that the Primordials had started to cross and breed with the elementals and form the Demons. Creatures that were unlike the elementals in that they were more aware and knew that the Gods hated them because they were the children of the Primordials. Born in hate and a product of hate; the demons returned the hate with constant violence. Trapped beyond the barrier of the middle kingdoms, the gods did not worry on the bastard children of the Primordials. The demons thus released their hatred and violence on all the elements and on each other. The arrival of the devils though brought one more fraction to the elemental chaos. One more thing to be hated by the demons. The devils, fresh from their war in the heavens were forced into a long drawn out war that crossed barriers into many of the middle kingdoms. The more vicious the conflict, the more that the demons and devils began to change and develop. Each looked for some way to gain advantage on the other. The gods noted this war and encouraged it for they thought the more these groups fought the less likely they would turn their attention upon the middle kingdoms and the heavens beyond. Free from the rebellion of Asmodeus and the devils, the gods again settled into their homes. The loss of so many angels meant there was space again for many lesser gods to rule in the heavens. The gods lacked servants that they could trust and the lesser gods feared that they too would be banished to try and live beyond the lands of the middle kingdoms. Time past and heroes rose and fell in the middle kingdoms. The gods that had walked with the people of the world now again began to argue among themselves as who should be declared the greatest and who should own which portfolios. Younger named gods were growing in popularity while older gods were being forgotten. The older gods complained that the newer gods were offering too much and providing endless powers and gifts upon their favoured champions. The accusation was that the young gods needed to remember who had defeated the Primordials and who kept them at bay. Thus did begin the fourth conflict in the heavens. It was a battle of the gods against the gods. This time parents fought with each other and slaughtered their children as the children murdered their parents. The great wheel was broken as gods fought among each other. Some of the realms were smashed in the great sundering. Some of the pieces still flow like flying Dutchman of the astral sea while others crashed into or through the middle kingdoms into the elemental chaos below. A few gods soon formed an alliance of order that included both factions that were known for good and evil but together had the common goal that their vision of middle kingdoms and the heavens would have them declared the greatest of all. This war was won when the gods made a deal with the devils. They granted Asmodeus a place in the heavens with the devils if they would help in the winning of the war. Asmodeus was more then happy to relocate the devils to the astral heavens away from the elemental chaos and the demons. The separation of the devils and the demons ended the blood war or made it almost impossible to continue. Still these two groups remember long the scars of the past despite what their leaders have officially told them. There is a new order in the heavens. All others had to choose to work for the gods or spend their remaining existence in the Oubliette. Oubliette is what happened to Sigil in the fall of the great wheel. The war of factions had been ended. With the destruction of the great wheel, the city of spire was cast adrift into the astral. Now it is a ring drifting in the astral sea suffering quakes as it contorts and twists into a new shape or form to match the new heavens. Previously referred to as the city of doors for the portals that it held, the great gods have locked the doors and placed guardians on the exits. This is the Oubliette where they have now banished those that would not choose to quietly except the new order. This is why it is now sometimes called the city of a thousand gods for all the gods of the many planes have been rounded up and placed here to await the great gods judgement. The great gods are though loathe to attempt final destruction on so many gods. There are still many worshipers for these gods and while they exist the gods can siphon off the divine energy that the worshipers generate. There is also a fear that if they start a mass purge of these gods then the remaining gods in the alliance might choose a few of the remaining gods are now too many and need to be eliminated. The gods of Oubliette are also a repository of secrets and power that the gods in power still want to tap as they seek some advantage over the remaining gods.
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5 years ago ::
May 12, 2008 - 7:30AM
#76
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Date Joined:
Aug 25, 2007
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Working on Groups in my version of a new Sigil that I call Oubliette.
Groups in Oubliette
+ The Board - Group that will buy and sell almost anything including your soul. + The Forgotten - Group of Gods that have lost their worshipers or base of worship + The Wanderers - Group of Gods that had their home plane destroyed + The Keys - Work with the Guardians to maintain the lock on the portals + The Eternal - Work on ways to achieve a new immortality + The Spokes - Work towards a return of Sigil at the centre of the wheel + The Thousand Eyes - Report to the Watcher what they observe in return for benefits + Group 17 - Many Gods say that they have an escape plan but it is said that Group 17 might have one that works + The Voids - Plan to construct a great arc and leave for the unknown to start a new reality away from the great gods + The Order - The order follow the new system that the great gods have created and work to maintain their will in the Oubliette + The Blood - The blood feel that only a return of the Blood War will force the great gods to open the Oubliette and release the hold on the portals. + The Erasers - Work to remove all mention and history of the lesser gods to speed up their destruction
The Board The board are great merchants that use the many portals of the Oubliette to transfer their wares across the planes. While the City of Brass has the great bazaar and is more famous for its wondrous wares, the Oubliette will sell quietly almost anything to anyone. The board also deals in other forms of currency then then gold and gems. It is said that if you want to sell your soul then the first stop is a visit to the board in the Oubliette.
The Forgotten The forgotten are gods that have lost their worshipers or base of worship. They know that it is only a matter of time before they start to fade away to non-existence. They are often depressed beings that can see the end is near for them. Some though look desperately for ways that they might find new worshipers either by buying the worshipers, enslaving the worshipers, or murdering an existing god to take their place.
The Wanderers The Wanderers have lost their home planes in the destruction of the Great Wheel. They thus strive to find ways to make a new home for themselves or to take over and existing home. They seek the pieces of their lost planes and work towards a way those pieces can be re-assembled.
The Keys The Keys view the work of the guardians as the proper establishment of order. They believe that only locking up the various small gods can the people of the middle kingdoms be protected. Some keys believe that even the remaining great gods should be locked up in the Oubliette for the good of all existence. The Keys seek to find escaped prisoners and better ways to seal the portals to prevent anyone being effected by the gods again.
The Eternal The Eternal have accepted that their being locked in the Oubliette has doomed their prior lives. The Eternal believe in finding a new way or Epic Destiny to allow them to live on beyond the present time in a new form and in a new age.
The Spokes The Spokes believe that order can not be restored until Sigil is returned to the centre of creation. The Spokes believe that if Sigil can be returned to its proper spot and made to spin then all the problems of the current realms will vanish as order is again returned. The Spokes thus search for the exact spot that Sigil used to dwell, finding a way to move Sigil to that spot, and finding a way to get Sigil to start spinning. The Spokes also want a return of the Lady of Pain and believe that her return to power will bring forth many of their plans for Sigil and the great wheel.
The Thousand Eyes The Thousand Eyes take their name from the Watcher. They trade information for favours from the Watcher and the Guardians. They hope for an early patrol by doing their best to live out their time in the Oubliette and making sure to give up any who might try to plan an escape from the Oubliette. The Thousand Eyes believe that if they can demonstrate that their willingness to submit and serve that the Watcher will allow them access to the portals which are shut to only keep the truly destructive and rebellious gods inside.
Group 17 Group 17 is a mysterious group that is said to be planning a mass escape of the Oubliette by a majority of the Gods. While many of the gods will say that they are working on a way to escape the Oubliette it is said that Group 17 actually has an escape plan. For reasons of security only pieces of the plan are known by various groups and many people may or may not be working with Group 17 or in connection to the final escape plan.
The Voids The Voids have a vision to travel beyond the known and back into the realms beyond. The Voids are working on gathering the people and materials to build a vast arc that they plan to use to make this journey. Some people think the Voids are crazy like people building a boat inside a bottle. The Voids though believe that when the time is right that they will be able to get their arc out of the Oubliette and set sail into the unknown to start a new reality.
The Order The Order believe in the right of might. The great gods should rule because they have proved to be the strongest. All other gods should submit to the rule of the great gods. When they gods learn to submit to the rule of the great gods then they will be allowed out of the Oubliette. The Order believe that they must do their best to aid the great gods who have proven by their might to be the only correct destiny for all existence.
The Blood The Blood feel that the Oubliette consumes a great many resources by the Gods as it strains to keep so many lesser gods in prison. The Blood feel that the Gods would never have the resources to do that if the Blood War returned. The Blood feel that the war between the devils and demons if it was able to pass the barrier of the middle kingdoms would so consume all existence that the Gods would have to free all the prisoners due to not having the resources to keep them locked up and needing to recruit any of the gods willing to help them fight the war.
The Erasers The Erasers strive for the total destruction of the Gods. The destruction can only start to occur when all the records and information referring to the Gods is eliminated. The Erasers work to research the history of all the gods to find their secrets and with that knowledge to send work parties to eliminate all references or connections to a particular God. The Erasers believe that by destroying all the Gods in the Oubliette that they will have weakened the great gods enough that they too can be erased from existence.
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5 years ago ::
May 12, 2008 - 11:41PM
#77
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Date Joined:
Nov 13, 2003
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Firstly and most urgently, I love Tofurky and eat two of them every year.
Second and most sincerely, I loved Planescape for many reasons.
Thirdly and most critically, if it is no longer the case that rampant selfishness and paranoia can drag a town into Carceri, then why would there be "philosophers with clubs?" and without philosophers with clubs, all that wonderful Planescape material rings hollow. Reluctantly, I'm gonna have to agree with G-pa for once on this one.
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5 years ago ::
May 12, 2008 - 11:59PM
#78
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Date Joined:
Nov 13, 2004
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What about the ones who did NOT want Planescape imposed on their favorite setting?
the Eberron fans are very much against getting Planescaped also, note. They like generaly being a separate cosmology. Sounds like me. Nothing quite like a "campaign setting" that makes every other "campaign setting" it's *****. I'm okay with Planescape as it's own stand-alone campaign setting, but when fans start absorbing everything under the sun into it just because they can...blech.
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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5 years ago ::
May 13, 2008 - 8:20AM
#79
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Date Joined:
Aug 25, 2007
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I can understand your points of view.
Ramses
I can also see that there is a place for something else that is a plane spanning campaign. A world or metropolis with gates to all these possabilities is to me a tool like a star ship in a sci-fi campaign. It allows the DM to tell many stories and link the plots together.
I also like the concept of very opposed groups living in this same enviroment in a modicrum of civility due to an imposed rule or authority.
My aim with my listing of groups is to replace the philosophies of the planes with the concepts or ideas of what to do with all the prisoners. While I have not done a one to one mapping of the previous factions, I have provided a selection of groups that have goals based upon natures of people that would exist within a fictional prison.
You have the people that want to appease the guards. You have the people that are on death row. You have the people that will sell you anything within the prison. You have the people that will sell out your secrets to the guards. You have people that have lost their homes and families. You have people that plan on escaping. You have people that are trying to run their previous business from the prison. You have people that are planning suicide or to go into exile.
Sure, it is not a basic philosophy based on the great wheel but I think it is a fair campaign idea for usage of the original city of Sigil.
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Arcane
I find the thought kinda odd to me.
I can understand not wanting to have Kender running through Ebberon campaigns.
OTOH, I personally have had very little problem with cross polination of ideas.
The arrival of Ebberon has meant many Shifters and Warforged have appeared in other campaigns that are not Ebberon. Ebberon now has Drow and other races transplanted.
In 'official' adventures and stories, I can see the desire to limit the cross polination but I think DnD has a history of grabbing what it likes and tossing it into what ever backstory or campaign that they like.
Planescape was sometimes used as a 'convenient' vehicle as was Spelljammer. OTOH if it had not been for those existing settings then likely and author or DM would have used some 'vehicle' like the Mists of Ravenloft to put together the pieces that they wanted in their campaign. I can not see Planescape being a villain that forces changes upon a campaign world since it is only a tool that an author could use.
Take the example of Dragonborn appearing in the realms. A whole continent is going to arrive out of some mists of discovery. Hardly subtle in approach but it works if you want it to be that way.
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Back to Oubliette
Why would people adventure in the Oubliette
+ The thousands of gods still have ties to the middle kingdoms and many have secret stashes of power and items throughout the realms. + The great gods want to give the thousands of gods enough room to manoeuvre to allow their own spies and agents to take advantage of any discoveries. + People wishing to steal the secrets and power of the immortals People that reject the new rule of the great gods + Devils that seek to create opportunities and advantage for themselves + Demons seeking a way to get into the astral realms + Creatures from beyond the known that have found their way into the known and would set themselves up as gods + Mercenaries willing to serve the highest bidder + People seeking a way to overthrow the great gods + People on the run from various middle kingdoms + Merchants that cater to the exotic or wish to purchase things that exist no where else + People seeking talents to purchase for jobs that no one else would do + Refugees that had their homes destroyed in the latest great war + Enemies seeking neutral ground
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5 years ago ::
May 13, 2008 - 8:22AM
#80
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Date Joined:
Aug 25, 2007
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More Oubliette
Can I play the role of a God? You can play the role of a god but it would like the god of a small stream or river. Perhaps the a family's house god or patron god of the family. A small weak god with likely a single small shrine. Your personal power would be no more then a cleric or a paladin. While long lived, you are really as mortal as a regular person. Death for you would mean that those that believed in you would start to forget you existed and another of a dozen similar gods would step forward to fill your spot. Can I play something other than what is the 4e rules? I am willing to try and work with each player to develop a role that is unique to that individual. If you have an idea then I will do my best to help you create a character that fulfills that role. Will we be starting at level 1? Since this is a new game system for me and a fairly different campaign, I would like if the group starts at level 1 and gets a chance to grow up with their character in the Oubliette campaign world. How would you best describe Oubliette? This is an update of the idea of the planescape campaign. Players will have freedom to choose from serving a variety of minor gods on various missions across the planes. Players in time may choose to develop their own goals and missions with discussion with the DM on how best to incorporate their ideas within the campaign. I would compare much of the adventuring as a cross of Stargate with Indiana Jones. The focus is on action, strange locals, and unusual relics and temples of forgotten gods. What can I do in the Oubliette campaign? The choice is largely up to the players though the DM will be providing various hooks that need things done as one source of missions. Players though may choose for their own reasons to seek out goals or secrets for their own personal reasons and objectives. If the Oubliette is a Prison for the gods then how can I leave? The prison has huge guardians that stride the streets and bridges of Oubliette and watch over the original portals of Sigil. The guardians though have only been instructed to keep certain people inside of Oubliette while others are just considered visitors and are free to come and go as they wish. Even minor gods of the type that players might choose to play are normally allowed to travel freely because they are not seen to have enough power or resources to be of much risk to the great gods. A player reaching the level of epic would start to find their ability to leave Oubliette more restricted as the great gods would start to want better and better justification for allowing such a dangerous individual freedom to travel around the known existence. Are their guardians on all the formal portals of Sigil? If there are a few portals that do not have guardians then these are treasured secrets that are not being spoken of in the city streets. Common portals have now been relocated to be on the bridges of the city of Oubliette where the guardians have a better chance of spotting people activating them and where these people are going. Is there a head warden of the Oubliette? Yes, there is a head warden of the Oubliette that leads the guardians. The individual is referred to as the Watcher and is said to possess over a thousand eyes that can follow the events going on throughout the Oubliette form the citadel of the guardians. Is the Lady of Pain a member of the guardians or the warden of the Oubliette? No, the Lady of Pain is under guard like all the other lesser gods and beings of the Oubliette. She is as much a prisoner as others and is not affiliated with the guardians that were placed by the great gods as guards.
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