Help yourself to my Planescape Character Generator
for MS-DOS.
-- Albert Camus, "The Stranger"
For every ray of beauty there is an equal element of horror.
Each
visitor experiences the plane slightly differently -- whatever is
most comfortable.
A Maztican concept is that
primitives are likely to see the caves "from
which all kinds of people emerged in ages past." The weather is
always temperate, and there are few extremes of any kind. The
plane is flat and circular, but those who try to walk past the
ring of towns out to the edge will never reach it, but will turn
back towards the center. I would think that the terrain might
become drab and featureless as one approaches the center of
the plane. Magic begins to fail, from strongest to
weakest, as a visitor travels inward. Up to nine hundred miles
from the center, ninth-level spells fail, and so forth. One
hundred miles from the center, where all magic is nullified,
spiritual creatures have little ability to battle one another, but can
still communicate and understand. Here, they meet in truce, if
not in friendship. Most cannot remain here for long. The rulers
of realms on the outer planes, and the dead assigned to areas on
the outer planes, cannot usually enter other such areas.
However, they can travel freely to "Concordant Opposition". The
Rilmani, who seek to preserve all moral and ethical
outlooks, have their abode near the spire, and can enter other
worlds when some other powerful outer-planar creature is called. Perhaps
the Rilmani wish to be sure that every creature always
has moral and ethical choices.
Here the
Fates spin the web of destiny, but they will never reveal the
future, only give wholesome advice. Some may see the Greek
Fates, while others see the Norse Norns among the roots of the
world-tree. This is a common location for the headquarters of
amoral sects devoted to destiny, luck, nature, theft, time,
trickery, wealth, or the wilderness. At the very center of the
plane, everyone sees something rising to infinity. A few
powerful druidical creatures and their friends, certain clergy
dedicated solely to pleasure (the Temple of Delight from Li Po's
own world) or greed
(the Palace of Prosperity, the neutral dwarves), and certain wise
scholars and cold intellectuals (there are a mind-flayer cult and
a beholder cult headquarters), can make their permanent homes in
the Outlands. There is a small but stable community of
half-orcs. The Time Dragon sleeps among running hourglasses that tell
the lifespans of living dragons; perhaps every grain of sand is
the spirit of a dragon who has died. Enter his realm, and your
apparent age will change greatly from moment to moment.
Spell alterations in
the Outlands: Nothing can be conjured from the inner planes, and
divinations and alterations involving the inner planes must be
keyed. As one approaches the central spire, magic spells tend to
fail. In the circle of gate-towns, there may be an effect from
the corresponding alignment plane, but otherwise the gate-towns
are too far from the central spire to be affected. Ninth-level
spells fail first, and the special powers of the least among the
nine angelic choirs fail, also. When sixth-level spells have
failed, illusions and energy drains no longer work. When fifth-level spells have failed, level drains no longer work. When
fourth-level spells have failed, there is no more creating
portals or conduits, except to and from Sigil. When
third-level spells have failed, there are no more realms. When first-level spells have failed, at the base of the spire, no creature
can harm another, but none can remain here for long. Keys cannot
overcome the magic failures. In Sigil,
magic works as it does on the Prime Material plane.
Wizardly spell keys are
something done, offered, or exchanged; typically a
counterpart or opposite. Divinations to the inner planes require
revelation of a personal secret. Conjurations and alterations
involving the inner planes require a gift. "Shadow" spells
require alternating gifts of "continual light" and "continual
darkness" objects, etc., etc.
Third edition "Manual of the Planes" focuses primarily on simplifying
and encouraging individual campaign creativity. Ideas include:
I respectfully suggest that the Outlands be regarded as somewhat hostile to all who are not true neutral.
These effects are additive:
-1 on all intelligence, wisdom, and charisma checks for all good creatures
The Fourth Edition may someday have an astral realm for those who
the truly "unaligned". Perhaps visitors would get bonuses or penalties
to intelligence, wisdom, and charisma-based skill checks
depending on how much their behavior has been in keeping with the ideals (or lack thereof)
of the locals.
In keeping with the flexibility of the third and fourth editions and the
backgrounds of many players, perhaps the Outlands are essentially a world
where like-minded spirits meet. It looks and works like our own world,
except that there is no talk of moral or ethical principles.
NPC attitudes are typically "indifferent", but any talk about morals
or ethics will usually get an unfriendly reaction.
The rilmani of the Outlands are a non-human (or formerly human) race devoted to promoting the community's
ideals
among the living by encouragement and subtlety, rather than by force.
Perhaps their mission is to be certain that every being will always be able
to choose whether
to be kind to others or to hurt others for its own sake,
and whether to be a cop or a robber, or to remain indifferent.
The dead find communities matching their own ideals and interests,
and continue to live much as they did on earth, though no longer able to visit the
Prime Plane. Instead of the "gods" of polytheism, each living True Neutral divine spellcaster is
sponsored (and monitored)
by a prayer fellowship with similar interests based on the Outlands.
For the fourth edition, I suggest no penalties for divine spellcasters from elsewhere. For earlier editions, I respectfully suggest that the only penalty for such a cleric
on a differently-aligned outer plane is the loss of one spell
of the highest available level for each plane removed, with the Outlands two planes from Mechanus, Elysium, Limbo, and the Gray Waste. When one level
is depleted, spells of the next highest level are lost. Thus a cleric
sponsored from the Outlands would lose two spells on Elysium, Limbo,
Mechanus, or the Gray Waste, three spells on Bytopia, the Beastlands,
Ysgard, Pandemonium, Carceri, Gehenna, Acheron, and Arcadia,
and four spells on Mt. Celestia, Arborea, the Abyss, and Baator.
In our world, people may not always display strong moral or ethical
principles. But a world where the people do not talk about deep moral questions or
profess motvations beyond concern for self and family
would be different from ours -- just like every
rules-intensive world ever visited by adventurers.
Referees might not want players to realize that they have
entered the Outlands. Depending on the site of arrival,
visitors might simply recognize a community of ordinary people.
The only sign that this is not our own world could be the community's
indifference to talk about
morals or ethics. The local clergy will probably explain that
this indifference is very spiritual.
No matter what your alignment, please respect TSR's
copyrights.
For the first time, the first, I laid my heart
open to the benign indifference of the universe.
To feel it so like myself, indeed, so brotherly,
made me realize that I'd been happy, and
that I was happy still.
-- Christopher Pike
To thine own self be true,
And it must follow, as the night the day,
Thou canst not then be false to any man.-- Shakespeare's Polonius
You don't give a damn... You don't value nothing. You don't
respect nothing... You live just for yourself. And that makes
you not fit to live with.
In the "AD&D"
universe, the great ring of alignment
planes has, at its center, the plane of
"Concordant Opposition" or "The Outlands".
Introduced later in the history of AD&D than the
other planes,
it is the universe where good and evil, law and chaos find a
near balance, and can meet in truce.
Don't expect to find unselfish love here. But the ordinary loves --
family, friendship, romance -- must be very similar
to our own world.
Faith communities exist but are not dedicated to personal moral
and ethical development. Instead, they may focus on nature study,
health and fitness, or developing personal abilities or wealth.
Perhaps there are debating societies here, but they probably
attract little interest from most of the locals.
The
mind-flayer cult territory houses a gigantic brain ("Ilsensine")
that will
expose all a person's secrets, and that will trade any
information for the theft of your skills, or the likelihood of
making you insane. Those in power send mind-wiped spies into
other worlds. Come here with your mind magically shielded, or
lose points of intelligence permanently as well. Beholder cult
territory is here also, since both mind-flayers and beholders
make war on good and evil, law and chaos. Lady Luck reportedly
has an abode here. The naga realm will test each visitor to see
whether he or she has been true to professed ideals and chosen
role in life. Success brings complete healing and rewards, while
failure brings oblivion. At the center, be prepared to confront
your own expectations, fears, and regrets. There is a huge farm
for rustic halflings, where it is never winter. The dwarven
mines (the gems are linked with the souls of the inhabitants) and
gambling halls (you can bet anything, and they can collect it)
are here. The Chinese Hall of Judgment is here, where the
Chinese faithful line up for processing and final disposition by
a monstrous Confucian bureaucracy. The Celtic Druids have a
nature preserve ("Tir Na Og", or "The Land of Youth"). Here one
can find the Rainbow Horses, gaudy, plane-shifting females that
can change color at will and that mate with male equines of
other kinds. The nature preserve includes an entire underwater
kingdom, and the headwaters of the River of Truth. The
library of Thoth, the Egyptian
Scholar, is further down the river; you can find any
knowledge here. Lizard Folk heaven is in a swamp adjacent to the
nature preserve. The Lone Giant lives in a crystal tower and
owns a working, moving model of all the planes. There are altars
that read simply, "Moderation in all things." Gray pools leading
back to the astral only
appear far from the central tower. Public portals take many
forms and lead to all the outer planes, and around each, a city
has sprung up with that plane's ethos. If and when the city
really exemplifies the alignment, with no counterculture, it
shifts permanently into the other universe. Modron parades march
the circle of these cities, going in and out of
the other alignment planes to make the appearance of a
huge gear. Very
few modrons survive to complete the circle.
-1 on all intelligence, wisdom, and charisma checks for all evil creatures
-1 on all intelligence, wisdom, and charisma checks for all chaotic creatures
-1 on all intelligence, wisdom, and charisma checks for all lawful creatures
Good-based spells require a Spellcraft check (DC 15) for success.
Evil-based spells require a Spellcraft check (DC 15) for success.
Law-based spells require a Spellcraft check (DC 15) for success.
Chaos-based spells require a Spellcraft check (DC 15) for success.
Two are required if a spell belongs in two categories (i.e., summoning a Lawful Good celestial).
The key to understanding the Outlands is the fact that the
"Free League" philosophic sect, which rejects
ideology and determinism, has its headquarters here. Talk about
"balancing good and evil, law and chaos" as much as you like.
The truth is that people do not naturally incline either to
unselfish kindness (good), gratuitous cruelty (evil), or
disinterested reflection
on what things mean or don't mean. Most people -- like most other
living things -- are concerned with survival, reasonable comfort
and security,
and ensuring the same for their families. The locals will
remind adventuring parties of this truth of human nature,
and try to persuade them that the Outlands are their true
spiritual home.
True Neutral! When I was a freshman at Brown, everybody on financial aid was offered an advantageous deal from the Feds. The only condition was that we sign an agreement that we'd serve in the armed forces without any reservation. At the time, I was worshipping with the Society of Friends, and was considering conscientious objector status, available as a combat medic rather than a combatant. Although this was the Vietnam War era, I was the only student at liberal Brown who refused to sign. I told somebody who was very special to me at the time about what I'd done, thinking she'd be proud. She simply said, "Ed, this is 1970. No one acts from conscience any more." The relationship ended quickly as a result, but I still say I made the right choice.
It's been said that dwellers on the Outlands will try to balance any act of kindness with an act of cruelty, and any act promoting organization with one promoting anarchy. Perhaps the truth is that acting from principles is as uncommon on the Outlands as it is in our own world.
"Semuanya's bog" is the home of the old lizard-folk "god"
of a classic AD&D hardback. The lizard-god's ideology was eat,
survive, and ensure the safety of your young, shunning other
races holding to other creeds. Lizard-men appear
often enough in science fiction, as humanoids
tending to simplicity and cold-bloodedness, and the first
"DM's Guide" warned about using them as troops, since
they tend to eat the slain on both sides. The lizard as emblem
of a simple philosophy based on simple biology is mirrored
in the expression "lounge lizard", interpretations
of dinosaurs, and the new screen incarnation of
Godzilla.
Snakes -- legless, cold-blooded, and without visible evidence of emotion -- evoke ideas of an alien intelligence. That snakes are deep, amoral thinkers goes back to the ancient world, including the beginning of the Bible ("Now the serpent was the subtlest beast...") and the New Testament injunction "Be wise as snakes and innocent as pigeons." Gnostic Christians taught that the serpent nous brought secret wisdom to the enlightened soul. When the framers of the AD&D game conceived a single goddess of all the variably-aligned naga serpent-people, placing her on Concordant Opposition was a happy move.
The ancient druids, like most faiths of the simplest societies, understandably focused on nature rather than cosmic speculation. The land of youth ("Tir Na Og", the Irish fairyland) got a mention in the movie "Titanic".
The deep thinkers of the Outlands gather knowledge for its own
sake. Thoth is the court reporter in the Egyptian "Book of the
Dead", and was transformed by the framers of AD&D into
the cosmic scholar, preserving knowledge and
understanding. The beholder and
mind-flayer faiths were based on Concordant Opposition,
since both emphasize gathering of knowledge despite the
lawful-evil
tendencies of these races.
In our world, some "spiritual movements"
make no moral or ethical demands whatsoever. Caring
about how one's life affects others is replaced by
the quest for
"balance", "harmony", "wholeness", "well-roundedness", "achievement",
"fulfillment", and so forth.
These people may promote a right-wing agenda ("name it and claim it"; "prosperity
thinking", lots more) or a left-wing agenda (typically
neo-animism or pseudoscientific environmentalism).
You have probably seen instances in which this takes the place of
common sense and common kindness. You have many
examples for true-neutral clerics in your own community.
(There are plenty of chaotic-neutral
and lawful-neutral
clerics, too.)
The Temple of Delight aims to enjoy life and to help others to do the same. Their temples house facilities for exercise, wholesome recreation, and healthy lifestyles. Here you can find groups to help you overcome bad habits, and learn interpersonal skills. You'll find no intense ideological discussions -- merely what you need to have a reasonable chance to find and keep ordinary, secular happiness. The clerics are operating a business, not a philanthropic organization, but they'll take time to instruct you in their philosophy -- that you can probably achieve health and happiness if you try.
When they preach, clerics of "The Temple of Delight" emphasize hard work and moderation in all things. They will point out a person's bad habits that interfere with his or her fulfillment, but will always do it in a nice way. They require a charisma of 12 or greater. They try very hard to be pleasant with everyone. They have the same chance as a bard of equal level to influence the reactions of others. They tend to choose non-weapon proficiencies that make others happy, such as music, public speaking, or making beautiful things. Their spells focus on enchantments and charms. Clergy with Elvish blood often are cleric-enchanters. "Delight", a first-level spell, produces some delightful thing -- a puppy dog, a big chocolate chip cookie, a bouquet of flowers, a music box, a songbird, a beautiful parrot, a round of soft drinks, or whatever. Each cleric of this sect has his or her trademark. Their "Nonholy Word" causes all opponents to save vs. wisdom or be charmed to the cleric for 1 round/level+4.
These clerics are usually True Neutral, though some are Neutral Good. Many Planar members join the Sensates, and all planar members of the sect dislike the Bleakers, Doomguard, and Dust Folk. For AD&D2, these clerics have no power over the undead.
First Level Spell Options:
Charm Person,
Command,
Create Water,
Cure Light Wound (1d8),
Delight,
Detect Magic,
Emotion Read (one subject, one instant) ("Tome of Magic"),
Endure Cold,
Endure Heat,
Friends,
Light,
Purify Food and Drink,
Remove Charm,
Remove Fear,
Sanctuary
Second level Spell Options:
Detect Charm,
Draw Upon Non-Holy Might ("Tome of Magic")
(increase own Charisma 1 full point/3 levels,
round up, duration here is one hour),
Hypnotic Pattern,
Resist Cold,
Resist Fire,
Silence 15' Radius,
Slow Poison
Third level Spell Options:
Bestow Curse (charisma=1),
Continual Light,
Create Food and Water,
Cure Blindness or Deafness,
Cure Disease,
Dispel Magic,
Glyph of Warding,
Negative Plane Protection,
Protection from Cold,
Protection from Fire,
Remove Curse,
Remove Paralysis,
Suggestion
Fourth level Spell Options:
Charm Monster,
Cure Feeblemind,
Cure Insanity,
Emotion -- Friendliness,
Emotion -- Happiness,
Focus ("Tome of Magic"),
Minor Creation,
Neutralize Poison,
Plane Adaptation (one plane),
Rainbow Pattern,
Tongues
Fifth level Spell Options:
Adaptation (any environment),
Atonement,
Dispel Evil,
False Seeing,
Major Creation,
Plane Shift,
Quest/Reward Quest,
True Seeing
Sixth level Spell Options:
Charm Plants,
Mass Suggestion,
Speak with Monsters,
Veil
Seventh level Spell Options:
Astral Spell (Plane Travel),
Mass Charm,
Nonholy Word,
Power Word -- Stun,
Reincarnation (as character race),
Restoration,
(Symbol of) Persuasion,
(Symbol of) Sleep
For the Third Edition:
No use of good, chaos, evil or law spells.
No use of spells that injure or physically disable.
Domain slots fillable by any spells ordinarily available.
Spell choices also include
(First level) Charm person, Delight, Emotion read, Friends;
(Second level) Hypnotic pattern, Increase charisma;
(Third level) Bestow curse (charisma=1), Rainbow pattern;
(Fourth level) Charm monster, Emotion -- happiness, Minor creation;
(Fifth level) Major creation;
(Sixth level) Charm plants, Veil;
(Seventh level) Mass charm;
(Eighth level) Symbol of sleep;
Class skills also include sense motive. As a special ability, may
use up a turning opportunity to add +10 to
any one charisma check.
As clerics. Must be N or (rarely) NG.
The Palace of Prosperity is a ministry that focuses on helping its members become rich through legitimate business and trade. It glorifies the pursuit of wealth, without any focus on morals or ethics, but without emphasizing "promoting personal excellence at the expense of inferior beings" as evils do.
Palace of Prosperity clerics say unashamedly that "greed is good." They have the same chance as a bard of equal level to influence others whenever there is bargaining. They usually take appraising as a non-weapon proficiency.
Clerics of the sect possess a few trademark spells. "Appraise" (level 1) lets the cleric know the value of one item. For tough cases, an intelligence check may be required, with "20" a serious error. "Corrupt" (level 1) is a minor curse, delivered by touch. When used by a Palace of Prosperity minister, it renders the victim extremely greedy for 1 hour per level (saving throw applies, referee determines the effects.) "Salesmanship I" (level 1) makes a reasonable sales pitch, one selected hearer must check vs. wisdom or comply. Their "Salesmanship II" (level 4) is the same, but all hearers must check vs. wisdom or comply. Their "Nonholy Word" causes all gold, gems, and jewels in range to teleport to the spellcaster.
These clergy must remain True Neutral. Some join the Free League ("good business climate") while others prefer the Takers. In AD&D2, they have no power over the undead. These clerics are much like our own world's "prosperity / possibility thinkers", but without the latter's pretensions to Lawful Good alignment.
First level Spell Choices:
Appraise,
Bless,
Cause Fear,
Command,
Comprehend Languages,
Corrupt,
Create Water,
Cure Light Wound (1d8),
Detect Magic,
Emotion Read (one subject, one instant) ("Tome of Magic"),
Remove Fear,
Salesmanship I (pitch, 1 creature saves vs. wisdom)
Second Level Spell Choices:
Augury,
Charm Person or Mammal,
Find Traps,
Fool's Gold,
Know Alignment,
Silence 15' Radius,
Slow Poison,
Undetectable Alignment
Third Level Spell Choices:
Bestow Curse (no sales resistance),
Create Food and Water,
Cure Blindness or Deafness,
Cure Disease,
Dispel Magic,
Glyph of Warding,
Locate Object,
Remove Curse,
Remove Paralysis,
Suggestion
Fourth Level Spell Choices:
Cure Feeblemind,
Cure Insanity,
Detect Lie,
Divination,
Emotion -- Greed,
Focus ("Tome of Magic"),
Free Action,
Locate Creature ("Tome of Magic"),
Neutralize Poison,
Salesmanship II (pitch, all save vs. wisdom),
Tongues,
Undetectable Lie
Fifth Level Spell Choices:
Atonement,
Blessed Abundance ("Tome of Magic"),
Commune,
Major Creation,
Magic Font,
Plane Shift,
Quest/Reward Quest,
True Seeing
Sixth Level Spell Choices:
Animate Object,
Find the Path,
Mass Suggestion,
Speak with Monsters,
Word of Recall
Seventh Level Spell Choices:
Astral Spell (Plane Travel),
Exaction,
Foresight,
Nonholy Word,
Restoration,
Spirit of Power ("Tome of Magic"),
(Symbol of) Fear,
(Symbol of) Hopelessness,
(Symbol of) Pain,
(Symbol of) Persuasion
For the Third Edition:
No use of evil, good, chaos or law spells, or those that injure or physically disable.
Domain slots fillable by any spells ordinarily available.
Spell choices also include
(First level) Appraise, Corrupt, Emotion Read, Salesmanship I;
(Second level) Fool's gold;
(Third level) Bestow curse (no sales resistance), Suggestion;
(Fourth level) Salesmanship II;
(Fifth level) Blessed abundance;
(Sixth level) Mass suggestion;
Class skills also include appraise. As a special ability,
may use a turning check to gain +10 on an appraise check.
As clerics. Must be N.
The strange, squalid, rough, gray and polluted city of Sigil
("The Cage"), with literally millions of gateways, floats in
nothingness atop the central spire of Concordant Opposition.
There is no entering or leaving Sigil by any means except these
gateways. "The gods" -- the universe's personality-based religions --
cannot intrude or enter the city. In Sigil, you are only a portal away
from just about anywhere. Sigil has the shape of the inner
surface of an automobile tire. In Sigil as elsewhere, people's
philosophies give them attitudes, and help shape the multiverse.
Each city service (police, courts-and-investigation, jail,
tax-collection, entertainment, mental health, sports-and-health,
legislature, mortuary, manufacturing, militia, chamber of
commerce) is controlled by a different ideological faction.
Factions without a service also have roles (anti-clericism,
overthrowing the government, promoting chaos.) Most folks in
Sigil are arrogant, pretentious and cynical, and they speak a
nasty jargon from the British-American underclass of our own
world's past. The Lady of Pain presides over the city in
silent mystery, floating through the streets. Her body is
encircled by whirling blades. Somehow, she keeps any ideology
from forcing itself on the whole of Sigil, and bars religious
faith. Probably this is why the town's thinking is dominated by
philosophies of being and knowing, rather than morals and ethics.
Prayers to the pagan "gods" go unanswered here. According to one
account, all pains have their origin in the interaction of the
invisible Lady of Pain with visitors to Sigil, who spread them to
the rest of the multiverse, in which all creatures are ultimately
driven and motivated by pain.
The Lady of Pain is served, and the city
maintained, by her labyrinth-dwelling, sexless, levitating dabus,
whose silent speech appears as rebus writing. Those annoying the
Lady of Pain are cut cruelly, on the spot, with her knives.
Those praying to her are found flayed, with the knives
perhaps erupting from within their own bodies. Those who try to talk to
her are struck permanently and incurably
insane. All folk whose activities
threaten the security of Sigil are sent into maze-like
micro-universes
where they can survive indefinitely, but from which
escape is nearly impossible. If the Lady of Pain were to presume
to become a "god" instead of remaining above sectarianism, the
other "powers" (ideologies) would invade Sigil and ultimately one
of them would dominate the multiverse, which must not happen.
The human experience of pain must remain more fundamental than
any interpretation or ideology.
The names of the sixteen gate towns, and their gates, are:
Automata Lawful Neutral
Gear, step onto it
Fortitude Lawful, Good Tendencies
Green flame
Excelsior Lawful Good
Staircase
(remember "Stairway to Heaven?")
Tradegate Good, Lawful Tendencies
Bariaur trader; talk with him
Ecstasy Neutral Good
Plinthtop mercury pool
Faunel Good, Chaotic Tendencies
Pool and statue
Sylvania Chaotic Good
Get lost in the woods
Glorium Chaotic, Good Tendencies
1. Cave 2. Watergate
Xaos Chaotic Neutral
Changes, you can tell
Bedlam Chaotic, Evil Tendencies
Obsidian tower
Plague-Mort Chaotic Evil
Castle archway
Curst Evil, Chaotic Tendencies
Razorvine arch, red glow
Hopeless Neutral Evil
Black slime pool
Torch Evil, Lawful Tendencies
Red sphere in sky
Ribcage Lawful Evil
Red flame in palace
Rigus Lawful, Evil Tendencies
Underground bone arch
A counterculture prevents each city from slipping into the adjacent plane. Automata has a seamy underground, where illegal goods and services are available. Bedlam has a castle where the folk are better organized. Curst has a few souls who hope for atonement and forgiveness. Ecstasy has a courtyard where no one can harm anyone else, and where all philosophic expressions, even very nasty ones, are encouraged. Excelsior has a thieves' guild, which supposedly only steals from non-good visitors. Faunel's gate-statue, its principal thinker, strongly prefers the neutral outlook. Glorium is a mere barbarians' camp, not inclined to philosophizing. Hopeless has a powerful, ultra-good ministry dedicated to healing. Ribcage has a cynically amoral dictator who opposes the imperialism of the lawful-evil spiritual power and has alliances with the good cities. Rigus has territorial ambitions on the Outlands. Torch's folk are too greedy for the good things found in the Outlands, and they have a pretense to democracy. Tradegate is very focused on business, and this renders the outlook more neutral. Xaos has a major modron contingent that builds things, even though they seldom remain stable. Supposedly, Fortitude and Plague-Mort could pass over soon.
The factions of Sigil each holds a different view of the multiverse, which determines its agenda.
In the ongoing myth of Sigil ("Faction War"), all these factions are banished from the city. Perhaps when groups focus on politics and personalities rather than beliefs (as the yagnoloth suggests in the module), they cease to be true interpreters of human experience. Perhaps the framers of "Planescape" see this as the origin of the sects that are barred from the heart of the multiverse.
Tanelorn
Michael Moorcock's dark fantasies ("Elric of Melnibone" and so forth)
were evidently
Gary Gygax's
source for the wonderful images of Law and Chaos
that underlie the AD&D games. For Moorcock, the city of Tanelorn is an
eternal refuge from the struggle of these two supposed cosmic principles.
As such, Tanelorn is much sought-after.
People who know Moorcock's works will not be surprised
by his recollection, in the preface to "Tales of the White Wolf",
that as a beginning writer, he "had little time for the likes
of Tolkien and Lewis, whom I regarded as bad popular children's
writers whose moral attitudes were highly questionable..."
I don't know Moorcock personally, or what "moral attitudes"
drive the way he actually treats other people.
His major theme is that the universe is indifferent or hostile to you,
that you have to do morally repulsive things to survive,
and that heroes are honest about this even though they remain conflicted.
This does not square with my own experience of life,
and if it squares with yours, you need to decide that I am wrong.
Moorcock grew fond of writing morbidly
about impossible "moral dilemmas"
("Would you betray your army buddies to prevent your sister from being
tortured?"). If I've ever sought Tanelorn, it's been to trade
ideological discussions in favor of common sense and common kindness.
A referee might locate Tanelorn on the Outlands, perhaps within
the spire rather than atop it. Tanelorn is a refuge from ideology,
just as Sigil is a place where ideologies must clash
without the complicating factor of organized religion.
The contrast between peaceful Tanelorn
and weird, violent Sigil is the contrast between Concord and Opposition.
Tanelorn -- Wikipedia
Gamers for Christ --
news group
Unity of the Rings -- comic book art
Acheron -- Lawful, Evil Tendencies
Arcadia -- Chaotic Good
Arcadia -- Lawful, Good Tendencies
Baator -- Lawful Evil
The Beastlands -- Good, Chaotic Tendencies
Bytopia -- Good, Lawful Tendencies
Carceri -- Evil, Chaotic Tendencies
Elysium -- Neutral Good
Gehenna -- Evil, Lawful Tendencies
The Gray Waste -- Neutral Evil
Limbo -- Chaotic Neutral
Mechanus -- Lawful Neutral
Mount Celestia -- Lawful Good
The Outlands -- True Neutral
Pandemonium -- Chaotic, Evil Tendencies
Ysgard -- Chaotic, Good Tendencies
The Inner Planes
What "Planescape" could be
AD&D and the Religious Right
Li Po's Hermitage (character generators, more)
Fourth Edition
Third edition: DD3.5, d20 Modern, Dragonlance, Eberron, Forgotten Realms, lots more.
AD&D2 Generic Character Generator for MS-DOS.
AD&D2 for very limited machines for MS-DOS.
Alternity Science Fiction Character Generator for MS-DOS.
Birthright Character Generator for MS-DOS.
Dark Sun 2 Character Generator and
documentation for MS-DOS.
Jakandor Character Generator
Lankhmar Character Generator
Planescape Character Generator for MS-DOS.
Psionics Character Generator for MS-DOS.
Red Death Character Generator for MS-DOS.
Skills & Powers Character Generator for MS-DOS.
New visitors to www.pathguy.com reset Jan. 30, 2005: |
Background from
Hamada Masaaki. Link is now down.
Ed says, "This world would be a sorry place if
people like me who call ourselves Christians
didn't try to act as good as
other
good people
."