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Fronted by artist Gregory Jacobsen, Lovely Little Girls combine alien prog from the likes of Magma and Art Bears with abject histrionics and body horror. PNG images: Smoke. Smoke is a collection of airborne solid and liquid particulates and gases emitted when a material undergoes combustion or pyrolysis, together with the quantity of air that is entrained or otherwise mixed into the mass.It is commonly an unwanted by-product of fires (including stoves, candles, oil lamps, and fireplaces), but may also be used for pest control (fumigation.
Contents.Planescape cosmology The cosmological setup of the planes used in Planescape is derived from the lore of the multiverse built up over years of work, first by, then by others. The resultant array takes on a form of rings and layers stacking outwards from a central point - the Prime Material, the Ethereal, the Elemental, the Astral, and the Outer Planes.
Between this, and the fact that the 'array of rings' theme is carried over whenever one looks at either the Inner Planes or the Outer Planes, this cosmology is commonly nicknamed 'The '.Sigil. Don't let its slow flaying shadow fall on youAccording to the rules of the Multiverse, Sigil is the center of it.Sigil itself is a planar megalopolis built on the inside of a torus (imagine a tire lying on its side with buildings all around the inside surface). From anywhere on the Outlands (the most neutral of the Outer Planes), Sigil can be seen floating above the great stone Spire, but since, the only way in or out is through the portals that manifest themselves inside of doorways, windows, and any other kind of bounded space. Because of this, Sigil is also called 'The Cage'.Portals like those in Sigil exist all over the multiverse, linking distant planes to each other, but the concentration is highest in the Cage.
This phenomenon makes Sigil one of the most coveted locations in the multiverse. Gods and fiends would love to take over, but Sigil is guarded by a being called the, whose diligence bars would-be conquerors from entering the city. Those within the city that displease the Lady find themselves either flayed alive by her shadow or cast into Mazes from which few ever escape.Prior to the events of the Faction War, Sigil's political and philosophical system was dominated by fifteen factions, all vying for the most believers (see Factions, below). After the, many surviving factions left Sigil when the Lady of Pain told every leader to disband or die, whilst those that remained gave up on their political power. This was, in many ways, a repeat of an event from several thousand years prior to the 'present' of the setting, when the 'Great Upheaval' saw the Factions winnowed down to fifteen from over fifty groups. TSR did have plans for future supplements detailing new sects or factions returning after Sigil had gotten settled down again, but these plans were lost when TSR went under.
Inner Planes These are the 'material' planes, where reality is more objective than subjective. Each of the inner planes are theoretically infinite in size, and considered adjacent to each other at every point, with the exception of areas that are warded specifically to be isolated from other dimensions.The Inner Planes have their own gods and realms (see Powers under Outer Planes, below), but no god has undisputed ownership of any of the inner planes. They seek to influence inner planes by invasion or conquest, or by subverting the natives, but none of the Powers can assert their dominion by fiat of their divine will such as with the Outer Planes. Which makes the inner planes just as weird and mysterious to Outsiders as we find the Outer Planes.Prime Material This is the plane where nearly all of the Dungeons & Dragons story takes place, considered 'home' to typical player characters. Most other campaign settings (with Ravenloft as an exception) are located here, isolated from each other by space and the crystal spheres (see ).Ethereal This plane is the closest to the Prime Material plane(s), so much so that sometimes even the most mundane observers can sense Ethereal inhabitants (often called 'ghosts,' not to be confused with the undead 'spectres' or 'phantoms').
It's used as a storage space by the most elementary of enchantments, and some magical tricks make use of the proximity of the ethereal plane to 'sidestep' material objects to pass through them, or to cover large distances in short time. Travellers on the ethereal plane can perceive the Prime Material as a foggy, faded and translucent landscape.Plane of Shadow This plane is similar to the Ethereal Plane in terms of proximity to the Prime Material plane, and the properties caused by said proximity, but the similarities end there. The Plane of Shadow is pretty much a dark and distorted mirror of the Prime Material plane.
It is devoid of color and natural light, torches and the like are dimmer, and even portals to other planes seem obnoxiously colorful from this dark place. Basically the plane of shadow is just a gloomier spookier version of your neighborhood. While it's useful for travel in the same manner as the Etherial Plane such methods are risky as the Plane of Shadow is populated by dangerous creatures and shadow-thingies. Plus the landmarks are not always consistent.
However, the Plane of Shadow can potentially be used to travel to other material planes. The reason why this is possible is because if the Planescape cosmology was a Great Wheel, then the Plane of Shadow would be its axle, as well as the axle of other cosmologies. However, prior to 3rd edition, the Plane of Shadow was merely a demiplane within the Deep Ethereal. It served as a collision of positive and negative energies, creating a strange dimension of twilight.Elemental Planes.
You are here. You probably wish you weren't.The Elemental Planes are dedicated to one particular idea of objective reality, without any philosophy. The landscape, the inhabitants, and any native objects found there are composed of solely one substance. This substance may be in many states, animate or inanimate, rigid or fluid, but anything found here that is not made of this substance was brought by an extraplanar visitor, and will probably be destroyed or eroded if left alone.It goes without saying, but these are the most absolutely hostile planes in the entire multiverse to visit. Even if they aren't immediately and obviously fatal (try going to Fire or Magma without the ability to withstand immense heat, for example), there's usually some nasty little side effect to hanging around a place that keeps even most non-elemental outsiders away (for example, every day that you spend on Mineral, there's a chance you'll spontaneously turn to lifeless stone). This has made the Elemental Planes traditionally one of the less interesting parts of the Great Wheel, as a result of how much crap you need to put up with to get here and the often lackluster amount of things to do when you do make it there without dying.The Primary Elemental Planes The material that composes these planes are the most familiar elements, from classical alchemy: Air, Earth, Fire and Water.
Theoretically infinite in size, it is still possible to travel between them by mundane travel; how to reach the 'borders' of such infinite planes is a mystery. Each plane is dedicated to their material, and the sentients that inhabit these planes are called 'elementals' en masse, although the term is usually used for those entities that have extremely simple forms and are summoned to the Prime Material as labour. You will also find life that approximates Prime Material plants and animals, although Elemental Plane natives will be quick to point out that Prime Material animals are mixed copies of their purer flora and fauna.
You will also find on each of these planes a race of, usually at war with those of other elemental planes (the two most familiar species are 'djinni' from the plane of Air and 'efreeti' from the plane of Fire).Survival on any of these planes is difficult, as life from the Prime planes and many Outer Planes need a mix of elements to survive. The plane of Air is the only source of something to breathe, although some may find the bottomless falling disorienting, and the plane of Earth is the only source of something to stand on if you count being buried alive as 'standing.' The plane of Water is comfortable if you have gills and blubber, and the plane of Fire is delightfully warm for the split second before you are reduced to a cinder.It goes without saying that the elemental planes are essentially comprised of nothing more than an infinite mass of their own elemental energy/matter spanning in all three dimensions. You can dig or swim 'upward' as high as you like on the Planes of Earth and Water and you'll never reach a surface.
Only the Plane of Fire has something approaching Prime Material style topography, and that's more of a matter of consensus; the Plane's flames diffuse or compress as one ascends or descends; the 'sky' is made of combustible, oft-toxic fumes, fireballs and waves of heat, the 'ground' is comprised of burning coal-esque flames with the consistency of water, and the 'underground' is flames with the consistency of molten metal. There are pockets of elemental matter from other planes, but, for the most part, it's basically an infinite expanse of one dimension.Each of these four elemental planes also has two Elemental Lords, one of elemental evil and one of elemental good, who have dominion over all the simple-form inhabitants of the plane and has staggering power and control over the material the plane is composed of. These are the closest that the Inner Planes have to 'Powers,' although no Elemental Lord receives supplicants from other planes (all of their followers are already in their plane, and unswervingly faithful), and their influence is limited to their plane and any vortexes (portals that are locked open) that may touch the Prime Material. Elemental Lords are also collectively known as, a reference to their status as 'arch elementals'.The Paraelemental planes If you wish to pass directly from one elemental planes to another, you must pass through the intersections between said planes. These intersections are semi-planes of material that is a mixture of the neighboring elements.The paraelemental planes are:. Smoke, between Air and Fire. Ice, between Air and Water.
Magma, between Earth and Fire. Oooze, between Earth and WaterThere are no paraelemental planes between Air and Earth, nor Fire and Water - unlike many Inner Planes, Air is not adjacent to Earth, nor is Fire adjacent to Water, you would need to pass through the Prime or three other Elemental planes to go from one to the other. This also holds true for each of the Paraelemental planes.
The paraelemental planes have their own simple life-forms, and unique to them are four races of imps known as 'mephits' that hopelessly aspire to be Lords of these bargain-basement elemental planes. That is not to say however, that they lack princes of elemental good or evil, they do, but they're not that well known, except for Cryonax, who is the Prince of Evil Ice Creatures.A side-effect of their nature as border-realms between two planes is that all Paraelemental Planes are divided into seven distinct segments, based on their proximity to one of their neighboring planes. Map of Outlands and Outer PlanesThere are seventeen Outer Planes, each formed from the moral and ethical alignments of the sentient beings in the multiverse. Most of the Outer Planes are divided into layers; the majority of portals deposit beings on the first layer of the plane.
Many of the gods (or Powers) in the multiverse reside on the Outer Planes, in lands called realms that are under their direct control. The souls of those who worship these powers reform in their powers' realm upon death. If a being follows no power, their soul is instead drawn to the plane that most matches their alignment.
Mortals also dwell on the Outer Planes; their alignment generally matches the plane they are on, for fairly obvious reasons (from 'this place is unpleasant to anyone who doesn't share the same mentality' to 'the planes tend to brainwash people into thinking their way'). Enough like-minded beings of another alignment can cause a portion of the plane to break off and appear on the plane that matches their alignment. The Outer Planes are:The Stupidly Chaotic Evil.The Abyss has an infinite number of layers, each one unique and filled with hateful, unthinking evil. (Some say there're exactly six-hundred-sixty-six, but that's both applying the orderly logic of math to the fundamentally chaotic and unprovable, and completely theoretical anyway since nothing's ever gotten past three-hundred or so.) The (or demons, as they are known on the Prime Material Plane) dwell here. Lawful Neutral (Evil).The first thing that anyone hears upon entering and the last upon leaving Acheron is the sound of constant conflict off in the distance. The first layer of Acheron is the most traveled; an infinite realm of gigantic nation-sized to continent-sized iron cubes floating in an airy void on which vast armies clash. The cubes occasionally collide, utterly destroying anything caught between them.
The second layer known as Thuldanin is the multiverse's junkyard where all the weapons ever made somehow get deposited here. Over time everything, including living beings, turns into an inert solid. Tintibulus is much like the first layer except it holds more of a wider variety of shapes but are still referred to as cubes.
This layer is very popular with powerful wizards and magic users who wish to seclude themselves from the rest of the plane. Ocanthus is the final and most lethal of Acheron for it is rumored that this is where the River Styx ends. Large razors of black ice, some even as large as buildings, fly dangerously through the pitch blackness. Anyone visiting the last layer will surely be killed unless they bring very powerful protection. Chaotic Good.This is the plane of the elven and Greek powers.
It is typified by vast rugged geography, immense forests, mountains that peak above the clouds, and other splendors of nature. Being a place of chaotic good, there's an entire layer of hippie-esque free love, free drugs, peace, love, and par-tay!ing. Lawful Neutral (Good).Arcadia is a plane of law first and good second. Day changes to night with no pause, and vigilant militias of dead paladins patrol the perfectly-straight roads. This is where the good of the group is always ahead of the individual. The formians - a caste race of ant-centaurs - are native to Arcadia.
Lawful Evil.' The Nine Hells' of Baator are the domain of the (or 'devils'). There are nine layers to the plane, each more terrible than the previous. Avernus, the first layer, is a land of scorched rock, constantly bombarded by fireballs that tumble out of the sky and is a constant battlefield in the; especially when the Demons are pushing back the devils. But try as they might, prevents them from ever holding onto any territory on Avernus for more than a day. The fact that Devils are immune to fire and thus aren't bothered by the raining fireballs while Demons merely get fire resistance 10 (though balors are totally immune to it) and get loads of pain from them, and the fact that, and quite a few other lawful evil gods live here and gladly provide their hordes of petitioners and outsider servants in defense of the realm probably has something to do with it too. Whenever Kurtulmak provides help it will come in the form of a swarm of so vast that even the Demons are outnumbered fifty billion to one since so many kobolds die every second.The Neutral Good (Chaotic).Relatively few sentient creatures live on the Beastlands, compared to the number of animals dwelling here - everything from ants and cats to dinosaurs and they're all celestial creatures, meaning that they're all innately good and pure.
Most of the plane is wide-open savannas, deep primeval forests, and unfathomable oceans, so it covers most environments with the exception of deserts, mountains, and tundras. Few things are more awesome than meeting a celestial max hit dice tyrannosaurus rex here. Neutral Good (Lawful).The Twin Realms are stacked in a unique way- imagine them as the floor and ceiling of a great cave, connected by enormous stalactites and stalagmites that merge into each other. Unlike many other planes, where travel between layers is accomplished with portals, the two layers of Bytopia can be reached by climbing one pillar until gravity reverses and one finds themselves climbing 'down' to the other layer. Most people just find it easier to fly, and the place is lousy with hot air balloons. The beings that dwell here are industrious, cheerful, and helpful, in other words, horribly boring unless you're evil (and thus can kill them without going out of character.)Almost all the best stuff in the planes gets made here, so if you wanna stock up, feel free.
Neutral Evil (Chaotic).The 'Prison Plane' is where the souls of backstabbers and traitors dwell. There are many portals leading to the plane, but very few portals leading out. This is essentially Tartarus from Greek Mythology, hell; it's named the Tartarean Depths of Carceri.
There is an infinite number of orbs which are like little planets in this plane. The Demodands are the bosses here.Fun trivia: Carceri is italian for 'prisons'.
Neutral Good (and the entire plane and everything in it will make sure you see things its way).The Peaceful Plane is a land of soft fields, quiet woods, and calm waters. It is home to the, a race of.
Spending too much time on here without having decent spell resistance will cause you go to the point that you will forget everything and completely refuse to leave the plane of your own will, becoming a Elysian petitioner, which means becoming permanently bound to the plane short of reversing the condition with high-level magic. Now doesn't that just scream overwhelming goodness?For those who want to do more than kill anything they meet in their D&D experience, there are some interesting quirks here, like losing XP by solving problems with violence, or getting killed by the fact that using magic to hurt people tends to need a spell key, and the locals are a good deal hardier than they appear. Neutral Evil (Lawful).This plane is comprised of a series of immense double-ended volcanoes, floating in the void.
Each volcano is its own layer, and there are no flat surfaces, so if you fall, you'll probably keep falling for a while. The (or ') rule this plane in name, but they aren't native to it and there are several other powerful fiendish races that dwell here as well. Neutral Evil.The Three Glooms are desolate lands where all color is muted to shades of gray. Visitors soon find their own color fading away, and their ambition soon follows, leaving them empty husks, devoid of emotion. Xaositects signName: TheNickname: ChaosmenPhilosophy: There is no order to reality. No truth except ChaosMembers Alignment: any ChaoticFactol: Karan, male githzerai fighterSigil Headquarters: The Hive, Sigil's least organised WardPost Faction War: 'Disbanded'Main Plane of Influence:The have no symbolThe Clueless are not truly a faction; every prime that has recently arrived from his prime world and knows nothing about the planes is a Clueless.
Being a Clueless is dangerous, in fact, as you could make a lethal mistake without knowing.Factions formed during or after the Faction War:. The. The. The. TheLesser forms of the factions are the Sects. They mostly live on a single Outer Plane from which they spread their teachings and try to change the Multiverse to fit their image.
These include:. The Anarch's Guild. Setting up kip in, the Chaos Masters (or Groundsmen) train a narrow, yet very potent skill: chaos-shaping. This is the art of taking the raw matter of and reshaping it into something usable. The and the petitioners of this realm have little use for such powers, but for the creators of the skill, the, this is instrumental to the continued existence of their cities.
By far the most Anarchs are Githzerai, but over the course of the years they have begun to train non-Githzerai as some kind of reward. These non-Gith often leave their masters upon completion of their training and go to found their own schools. Githzerai only refer to their own institutes as being part of the Anarch's Guild, while outsiders use this name for all those who teach chaos-shaping.
While the non-Githzerai Anarchs are more likely to train a cutter, the quality of their skills greatly varies and none of them are on the same level as the Githzerai masters. Outside of Limbo they attract scorn, mainly because no matter how powerful of a chaos-shaper a body is, their powers are meaningless outside of Limbo. The Converts. With all the different beliefs in the Planes, some people want to try them all, looking at everything with every potential outlook. You see, the Converts (Chameleons, Turncoats) believe that since nobody seems to know absolutely everything no one group holds all wisdom. Even then, the more you learn the more questions you have and you eventually reach the point where you realize that the Multiverse is too big for mortals to understand. Not that it'll stop the Converts from trying to.
They do this by joining other factions: learning their outlook and what they're all about before moving on to the next. And since nobody is 100% correct, everyone could be partially correct. So by joining all the factions and learning from them Converts try to put the truth together themselves. The Dispossessed.
Is a prime location for people with power to exile folk to. Over the course of millennia the plane has been filled with the exiled, the banished, the spurned and other such groups. As one wanders around they might eventually be approached by one of the Dispossessed. They offer a helping hand and a listening ear, while offering the dispossessed (also called Exiles or Chippers, but not Banished which they consider a slur) a chance to get back at who caused trouble for them in the first place. As such groups of Dispossessed set out to take revenge and show the regular people of the Planes such as the inhabitants of Sigil that the Cagers aren't that good compared to the Dispossessed. This often gets them into trouble with other groups, especially the Harmonium given the Exiles' love for picking fights.
The Mathematicians. A sect splintered from the Guvners, the Mathematicians hold that everything that you can imagine can be found on in some form, and by cataloguing this and applying logic, symbolism and math to this one can unlock the secrets of the plane. They don't do this for riches or power: they are a group of serious minds who want to discover the secrets of the plane for scholastic reasons. While they still have a long way to go their stay on Mechanus has impaired the Mathematicians with a superior understanding of the Labyrinthine Portal, the network of portals on Mechanus that links every single cog with another one. With this understanding the members of this sect can calculate in record time in which order you have to go through the portals in order to get to where you want to go. Lawful people of superior intelligence are welcome to join them, but it is expected of members to not share their findings with non-members. The Guardians.
Dedicated to doing good in every possible form, respecting freedom and do not meddle in internal affairs. These are the tenets of the Guardians, a group dedicated to vanquishing evil. The Caretakers (also known as the Protectors) have their home base on, alongside many smaller bases in the Outer Ring, Sigil and the Material. The Guardians associate themselves with one particular kind of and wear tokens resembling these beings. Leonals are seen as leaders,. The sect is rather hands-off with their members, and as long as they keep an eye out for evil, do not get involved in politics or commit evil they can do what they see fit.
The Guardians have a good reputation amongst all non-evil cutters, something that the sect finds important to uphold. The Order of the Planes-Militant.
A relatively young faction (1000 years, which is nothing in the grand scheme of things), the Children of Heaven (also known as the Brethren or the Faithful) live on which they protect and spread order and goodness from. They have been rather active: they have brought over large swathes of land from both the and and restrained those who would undo this. The Brethren can be found on those two planes and Bytopia to plead lawful goodness to their inhabitants. The Order demands oaths of obedience and poverty of its members, which is why there are rarely any Chaotic or Evil members amongst its ranks. They are not excluded from joining however: those who display good will are welcome and often find themselves turning Lawful Good over the years.
The Ring-givers. The Ring-givers believe that all those who give to others will be given to themselves.
Give their time and effort to amass knowledge and spells, give devotion to receive power, and so on. As such the Givers developed an unique talent: whenever they give something to someone that person feels obligated to give them something in return. What this return gift is depends on the gift they were given, the power of the receiver compared to that of the Ring-giver (Bargainers, Beggars) in question and how much that particular member is carrying on them at the time. Evil Ring-givers can use their powers to strike bargains with that the fiends sometimes honor for a bit, which makes these Bargainers rather dangerous. The Verdant Guild. The Wylders believe that the wilderness is the foundation of life and endure past any civilization. People need the resources of the wild to survive, and as such it needs to be protected.
As such, any non-lawful and non-evil people join the Verdant Guild in what is essentially saving the trees. The sect's headquarters is on the, where they live in peace alongside nature and the animals there. The Wylders all wear animal masks they made themselves, which serves as both a badge of office and the ability to talk with the animal depicted on the mask. In addition, because of their time on the Beastlands the Wylders tend to pick up on navigating skills, becoming able to find their way around even in new locations.The Factions ofOthers-Published Planescape books Core Books. Planescape Campaign Setting. Planescape Monstrous Compendium Appendix I.
Planescape Monstrous Compendium Appendix II. Planescape Monstrous Compendium Appendix IIIExpansions. The Factol's Manifesto. Details the factions, their important members, and the factions' headquarters.
Faces of Evil: The Fiends. Details the major and minor races of the Lower Planes. A Guide to the Astral Plane. Details the physical (well, quasi-physical) nature of the Astral and its inhabitants. A Guide to the Ethereal Plane.
Details the Border, Deep Ethereal, inhabitants, and includes rules for creating demiplanes. Hellbound: The Blood War. Details the; includes an adventure and a comic with art by Tony DiTerlizzi. The Inner Planes. Details the Inner Planes. In The Cage: A Guide to Sigil. Details locations and personalities of Sigil.
On Hallowed Ground. Details the Powers of the Outer Planes, their realms, and their followers. Planes of Chaos. Details the chaotically-aligned Outer Planes. Planes of Conflict. Details the neutrally-aligned Outer Planes. Planes of Law.
Details the lawfully-aligned Outer Planes. A Player's Primer to the Outlands. Details the realms and locations of the Outlands; includes an audio CD with tracks representing information given by a mimir (a magical speaking skull). Uncaged: Faces of Sigil. Details important NPC figures in Sigil.Adventures. The Eternal Boundary. Well of Worlds.
In the Abyss. The Deva Spark. Fires of Dis. Harbinger House.
Something Wild. Doors to the Unknown. The Great Modron March. Faction War. Dead Gods.
Tales from the Infinite Staircase. Die Vecna Die!
One of the last adventure modules published for, Die Vecna Die details the titular and his bid for divinity. It takes the players from to and into Sigil itself for the climactic showdown.
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Through one of the biggest plots in the series Vecna manages to rules lawyer himself out of his home of Citadel Cavitius and into Sigil. His presence there starts to wreck the plane and not even manages to oust him.
So she employs the adventurers in a desperate attempt to stop Vecna from reshaping the multiverse. This scenario ends with what might be The Lady of Pain changing how things work in the multiverse, heralding the arrival of. This story also has more information about Mok'sylk, a being seemingly on the same power level as The Lady of Pain. While the story breaks several cardinal rules of a number of settings (nobody escapes Ravenloft, gods can't enter Sigil), it is handled in a way that is believable and works, pressuring the party to work fast to save pretty much everything.
Expedition to the Demonweb Pits There is official Planescape content for 3.5. The start of the module in chapter 2 (the first is all background info for the DM) has the party arriving in Sigil, with an overview of the city and its rules given. After this it's still expected to be the party's base of operations until the end of the module. Unfortunately, for reasons beyond the comprehension of mortals, Wizards of the Coast decided it would be a great idea to not mention the Planescape connection at any point in the book description. Thus even dedicated fans of the setting often have no idea it exists. Not helped by that the module itself is kinda meh outside of the Planescape stuff.Fiction.
Assorted fiction at the. Blood Wars Trilogy by J.
Forced to seal Kaguya into his own body Naruto vanished from the world, returning countless years later only to witness a new cycle of hatred created by the World Government. A path opens and peace will come as the Child of Prophecy returns followed by a new generation of shinobi to bring about a new era of peace! Summary Inside.
God like Naruto. Rated: - English - Adventure/Romance - Naruto U., Kyuubi/Kurama, Nibi/Matatabi, Shinju - Chapters: 47 - Words: 400,787 - Reviews: - Favs: 4,780 - Follows: 5,104 - Updated: - Published: - id: 11624574.
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