Planescape (2015)

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Planescape Nights - The Planescape campaign setting with Hackmaster 4th ed bolted onto it. GMed by Benjamin.

Planescape Nights
Lady of pain logo.png
"Why would we want to go to the same place all the time?"
Status Active
Genre/Theme Planescape
System Hackmaster
Began December 16, 2015 (2015-12-16)
Time active 9 years, 4 months
Game Master Benjamin
Players Andrew, Jeremy, Luke, Rob

Our players wander the Planes in search of adventure, treasure, or to fulfill their own private ambitions.

As we play, this page and other pages will fill in with information that the players learn in the game; specific locations, people met, and so on. All the pages related to this campaign can be found on this page, which will automatically update as more pages are added. You will also find that link at the bottom of every page related to this campaign.


Characters

 
The Planes.

General Information

  • The current year is 3440. This is not extremely important, but someone asked. Time can be weird on the planes.
  • Refer to Benjamin's house rules. A lot of the 3.5 rules will apply under Hackmaster as well (especially the section on The Planes, this is the Planescape setting after all).

Portals

Portals are connections between the planes. Portals may be open to anyone passing by, or they may be locked without the proper key, which could be almost anything. For example; a physical object, a word or words spoken, a tune whistled or hummed, or a thought or emotion in the mind could all be portal keys. Portals take you from here to there without having to depend on a busy and/or short-tempered wizard with the rare combination of knowledge, power, time, and willingness to be your taxi service.

Portals can be also be transient, moving from place to place or only being active at certain times. They may change in a recognizable pattern or may be completely random. They are like the rest of the planes in this way, really.

Factions

The Factions of Sigil run the city at the Lady's pleasure.

Locations

Sigil and the Planes at large. Wherever the story or your own hearts' desires take you.

 
Sigil.

Sigil

As Sigil is the literal metaphysical center of the planes, and the City of Doors that theoretically contains portals to every conceivable plane, you will find yourself returning to or travelling through it often.

The everyday operation of the city is handled by the Factions, organizations of people united by a particular belief or philosophy.

Ultimately, everything in the city exists and comes and goes at the pleasure of the Lady of Pain.

The city changes over time, in response to the beliefs of the inhabitants, the will of the Lady, and the sweat and hard work of anyone who cares to put in the effort.

Notable Locations in Sigil

Material Planes

You will find yourself faced with a multitude of earthlike or similar worlds of various levels of habitability by humanoids. You will most likely be from one of these worlds.

Datha

Home plane to Jaxson, et al.

Notable Locations
  • The Kingdom of Ezethae
Ruled by Jaxson's family, and nestled in a river valley near the Cobalt Forest.
  • The Cobalt Forest
A wooded and hilly region. Nearby villagers refuse to enter, due to infestations of dangerous creatures and reports of strange lights and odd events.

The Planes

Additionally there are the inner, outer, elemental, etc.. planes of the Planescape setting. Nothing is off limits, if you can learn about it in game and find your way there.

This section will fill in as you are exposed to new planes.

NPCs

Friends, foes, and other characters met along the way.

On Datha

  • Jamvalor - Jaxson's father
  • Tamia - Jaxson's mother
  • Jamenas - Jaxson's brother

In Sigil

The Lady of Pain

The least you need to know.

The Story So Far

We will hit the streets of Sigil and adventure will find YOU. I promise you the finest in improvisational fantasy as you trek across the planes.

You are all adventurers. You could be gallant knights, you could be fire-flinging wizards. You could even be soldiers, but you might not be heroes.

2015-12-16 - Initial session

Characters mostly created and preliminary information discussed.