Favorite Planesape Anything and Why

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sciborg2's picture
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Favorite Planesape Anything and Why

Just curious. I like them all, but for the moment I'm going to go with the asuras and the slaad.

The former because I think their mentality is one of the most fascinating and conflicted and makes for good stories.

Slaad I like because hashing out their status as the exemplars of chaos, and their mentality as such, is always fun.

ETA: Gonna add Paizo's Daemons, given that I've read through most of the new Book of the Damned and it is pretty much filled with awesome-sauce.

ETA II: Changed the name of the thread b/c I was trying to remember what those goopy guys from Arcadia are called, and Wikipedia reminded me that Meriadar was in Arcadia. I like the little details such as that, that while one thinks of Arcadia as the plane of PTA prejudices and fears it also has capacity to fuel tolerance and unity.

Prolly still more of an Aboera man myself, but like that detail.

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ripvanwormer's picture
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Re: Favorite Planesape Anything and Why

I like a lot of the really exotic places in Planes of Chaos: the Infinite Staircase, the Harmonica, Howler's Crag, the Ingress Mother and the tower of True Words from Dead Gods, demiplanes like Maelost and the Boundless and the Black Abyss and Inphirblau: anything that hints at unsolved mysteries, lost civilizations, and weird effects that game mechanics don't cover. I love that when cubes in Acheron drift far enough away from the others, time stops, so that ancient armies return when their cubes do, with no idea time has passed for everyone else. I love the Garden in Baator and the many-legged undead fortresses in Acheron, and the citadels of the Storm Kings in Arcadia and the towers on the edge of the Positive Energy Plane.

David "Zeb" Cook wrote an absolutely fascinating article in Polyhedron #100 called "Analects of Sigil," describing five mysterious citadels found on the Negative Energy Plane. These specifically were not the Doomguard citadels, but more philosophical citadels known as the Citadels of Surrender, which each stole a quality from those who explored them. One took away fear, one took away hope, one took away compassion, one took away regret, and the last one took away everything else, wiping the explorer from existence.

For all that, my preference in Planescape is for urban environments, relatively neutral places where many races can meet and trade, built upon and merging all the bizarre themes of the planes they border.

As far as planar creatures go, my tastes go toward bizarre-looking, vaguely humanoid races that populate the planes, many of them neither entirely good nor evil, but ambiguous.

Nerra: The Plane of Mirrors, joining parallel worlds of opposing alignments, is a very cool concept and it's a good thing that there's a race native to it to help flesh it out. In fourth edition they were an ancient cabal of wizards; a faction of them became corrupted by Asmodeus and now serve the Balance in a way akin to the rilmani of previous editions. Well, that's one possible origin for them; they might also be descended from the kamarel from Tales From the Infinite Staircase. I like that they're allied with both the spell weavers and ethergaunts (the spell weavers might actually have created them, in another 4th edition origin story). These are enigmatic planar beings who go well together. Fourth edition gave them an entire world of mirrors, a nexus point of all the constellations from which they can emerge.

Spell weavers: I loved these guys since they first appeared in Dragon Magazine. Their motives, then, were inscrutable and unknowable, so much so that those who tried to read their minds went mad. But they raided planes for magic and had cool rune-covered columns and ziggurats. In 3rd edition they got fleshed out a lot more by Tito Leati in his "Ecology of the Spell Weaver" in Dragon Magazine, as well as the Shackled City and Age of Worms adventure paths. As an unthinkably ancient race bent on reassembling their ancient empire, each with six different millennia-long lives, they were delightfully vast and strange, and this was a rare example of a mystery that became even cooler once it was explained. And they're allied with the nerra, whose mirrors they use to travel between their nodes, so that's just stacking cool on top of cool.

Ethergaunts: Erik Mona, who created these beasties, complained about how nobody liked them or cared about them, but I always thought they were great. For a creature whose creator maintains nobody ever used them, they've actually been used quite a bit. "The Mask of Diamond Tears" in Dungeon #143 was the adventure that explored the ancient alliance between the ethergaunts and nerra, when the ethergaunts used the Plane of Mirrors to create evil dopplegangers of their enemies in cross-cosmological wars. But their backstory is fascinating without that: an extraordinarily advanced, genius-level race that abandoned the Material Plane tens of thousands of years ago and has no coldly, analytically decided the time has come to return and cleanse their former lands of those who have moved into it in the interim - and who might well have the capability of doing it. It might have been a bit much when they invaded Sigil directly from the Ethereal Plane in the Downer comic strips, but I do like the idea that they're found not only in the Deep Ethereal and the worlds of the Prime, but also in the Outer Planes where they seek to destroy the gods themselves. I loved Mechalich's treatment of them as the ultimate advancement in compassionless, faithless science/magic. They might just have been the original creators of the clockwork horrors, too. The place they've been used the most, though, as Erik Mona was aware, was the Living Greyhawk campaign, where they were credited with the fall of the Isles of Woe on Oerth thousands of years ago and a new threat, the Ether Plague that devastated a major nation in the present day, turning once-fertile lands to sterile dust.

The ethergaunts are a creature that has to be used judiciously, since they're not the sort who will trade peacefully or casually with many other races (except, evidently, the nerra - and possibly a few other alien, faithless races like the spell weavers or tsnng). They're best kept in reserve as a terrifying threat manipulating events from several levels removed.

Kytons: Late 3e and 4e books have them as just one more cog in Baator's machine, which makes them no more interesting than kocrachons or hamatula. But as originally presented in Planescape they were an independent race with no kinship to the baatezu, with motivations of their own, secretly experimenting in knowledge of the baatezu's own origins. That was a cool idea, a race wrapped in chains and mystery, with unknown origins, secretly plotting heresy while letting the baatezu think they controlled them.

The N'gathau from the Tome of Horrors II. If kytons are based on Clive Barker's cenobites (and they are, according to Colin McComb), then the N'gathau are more like the Tortured Souls that Clive Barker helped create in collaboration with Todd McFarlane's toy line. They're planar merchants of flesh and pain, purely revolting and evil and wrong, and I thought they worked great in the lower planes. I used these in Void's Edge in Gehenna.

Tsnng: My affection for the spellcasting humanoid gemstones of the Quasielemental Plane of Mineral is entirely due to Mechalich's excellent treatise on them as a ridiculously powerful, primal race that believes themselves to be born from the first tone that rang out at the dawn of creation.

Bladelings: They're bloodthirsty druids with blades of iron and ice sprouting from their bodies. They worship a forest called the Blood Wood on a plane of ice blades. They're xenophobes, hunters, and sorcerers. So cool.

Gautiere: Accursed, acid-dripping humanoids who betrayed their own god. Plus, they look cool.

Dabus: The riddling handmaidens of the Lady of Pain. Silent, enigmatic, perhaps intimately tied to the origins of the Lady of Plane herself. The phirblas, their ethereal perhaps-cousins, are just as interesting for the same reasons.

Mercane: The ultimate merchants, mysteriously banned from Sigil and quite capable of selling an entire crystal sphere to the tanar'ri if they have a mind to it. What's their goal? How do they reproduce? Are there really just a handful of them that can somehow exist in different planes and places simultaneously? Did I mention I like mysteries?

Khaasta: You might see the occasional khaasta aphorism in the quote section on this website. I wrote those. I love the idea of ruthless, pragmatic lizardy guys wandering the planes of Chaos and the Outlands. I had the idea that they were cosmic leftovers, of a sort, meant to populate some Prime World if their creator hadn't died before they could place there. Refugees from a dead god's realm, never properly born, they act as scavengers and opportunists. The Serpent Kingdoms hardcover for the Forgotten Realms setting had them as creations of Demogorgon who he decided to free for some reason, mostly serving Sess'innek now and engaged in a long war against the sarrukh, and that wasn't bad, but I like them a little more independent than that.

Genies: What would the Inner Planes be without genies, their effective masters, the personifications of the four provinces of magic itself? They can be anything: slavers, masterminds, mysterious patrons, rebels, conquerors, sages, merchants, freedom-fighters. But, more than even elementals, they make the Inner Planes what they are.

Vaati: The Wind Dukes of Aaqa are more interesting as a now-lost, nearly forgotten explanation for countless ruins and modern races than as anything that still exists in the contemporary multiverse, but as the ancient architects of the planes they're fascinating. They ruled the genies and raised them to civilization, laid the foundations of the City of Brass, the City of Glass, and the four citadels of the Storm Kings in Arcadia; they're responsible (I theorize) for the creation of blink dogs, buseni, protectors, possibly even the modrons, and for the longest, most devastating war the planes ever witnessed. And now they're gone, or might as well be.

Ormyrr: A race of planar Hutts obsessed with flying. Possibly from Arcadia, or Acheron. They just make me smile. I like ooze sprites for the same reason. I'd flesh 'em out with detail from the Zoab (of the Talislanta setting).

The Thane: Another race from the Talislanta setting, the Thane were an ancient race of necromancers who ruled a dark kingdom in the Lower Planes. When their prophets told of a cataclysm that would sweep across the planes of existence, they hid their souls away and consigned their bodies to a dreamless death, from which they planned on awakening when the threat was over. When most of the souls of their kindred were lost, those few undead Thane who remain, known as the Black Savants, now search the planes endlessly for the lost souls of their kin. For more detail on the Talislantan cosmology, download either The Midnight Realm or The Darkness from this site (they're pretty much the same book).

And, of course, I like many others as well (eladrins, particularly in their Pathfinder form as azatas; the daemons from Green Ronin's Book of Fiends; the lumi from the 3rd edition MMIII; modrons; astral stalkers; planar spiders; soulscaper energons (from Bastion of Broken Souls; they fill the same role as the jyoti from Todd Stewart's The Great Beyond); keepers; githzerai; tso; buommans from the Planar Handbook), but this has gone on long enough. Of all these races, I guess I prefer species that can be readily encountered in urban areas, races who will trade with other races, and races that can readily be used player characters - but some of these things are just so cool that I like them even though their utility is more limited.

Hyena of Ice's picture
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Re: Favorite Planesape Anything and Why

I'm privy to anything elemental-planes related of course. (my least favorite being anything urban-- unfortunately that includes Sigil-- I have a near phobia of cities IRL)
The other inner planes I also enjoy. I think one of my absolute faves is Coldfire from Frostburn, simply because it's so ingenious-- a substance which truly combines the features of air and water, which dissolves anything with Fire and Earth elements into more of itself. I wish that more substances like this were made for other planes than just Paraelemental Ice (though I'm certainly happy that it was made for my absolute favorite plane) The Frostburn book isn't directly Planescape, but it has a ton of stuff in it that is exclusively planes-related, and it's probably my absolute favorite book behind Guide to the Inner Planes.

Palomides's picture
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Re: Favorite Planesape Anything and Why

When I first saw this thread a few days ago, I was tempted to respond with an "Ode to the Flumph" but while I do find them an amusing punch line, I felt your question deserved a more serious responce.

But even after some thought, I find this a difficult to answer. As a very broad responce, I usually enjoy anything that has Monte Cook's name attached to it (particularly "Dead Gods" as it is one of the view epic games that actually felt epic to me).
My difficulty in answering results from shifting fixations. I much prefer the Outer Planes as the realm of ideas over the Inner Planes which I find relatively dull (a point on which Hyena and I have verbally sparred). But I tend to get fixated on some idea (e.g. "revenge", "justice", "creativity", etc.) and then trying to create new or fix existing places and creatures into the big picture; then I spend time figuring out how they interact with the other existing beings and what niche they fill in the great cosmic scheme.
Because of this, I tend get really immersed in something for quite a while trying to work it out in a way I find satisfying. Unfortunately, I haven't been inspired that deeply for a few months so right now, I can't really say that one thing/place/race stands out for me right now.

Rip- I love the idea of the khaasta as a "leftover" race that was never assigned to the place it was supposed to be. Prior to your explanation, I just saw them as lizardman-kin who were nomads. At best I saw them as a new generic "wandering monster"
But giving them this wrinkle of a back-story really personalizes them for me and actually gets me interested in coming up with some stories/adventure seeds involving them. Good job!

Hyena of Ice's picture
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Re: Favorite Planesape Anything and Why

Palomides-- Have you seen some of my recent stuff, like in the 2nd "100 adventure ideas" topic? It shows how the Inner Planes aren't so boring, and I've also done a lot of stuff recently on Inner Planar drama (particularly in regards to Imix, Brista-Pel, Zaaman-Rul and Chilimba) I would suggest reading the story at the bottom of my timeline in the "When was the Law/Chaos War" entitled "Imix, Brista Pel, and Zaaman Rul", as well as both entries for my latest post in the Brainstorm topic (it's on page 2) I think you'll particularly like Quaereim, the Traitor's Fork.

tend get really immersed in something for quite a while trying to work it out in a way I find satisfying.
Yeah, I'm the same way. (I have obsessive compulsive disorder, though it's more about obsessions than compulsions) Though I tend to get immersed more because I try to dissect it down and categorize it neatly, in order to more easily give it or toggle its stats.

Unfortunately, I haven't been inspired that deeply for a few months so right now, I can't really say that one thing/place/race stands out for me right now.
Go on a Theoi.com binge. Seriously, I got the whole idea of the Protogenoi from there (yes, they are specifically beings from Greco-Roman mythology, but the term, being Latin, is generic enough to use for beings from other mythologies in D&D-- If you haven't read this before, in my works, the Protogenoi were the first race of divine beings, all elemental in nature. They were not true "gods", because unlike actual gods, they can survive without worship, and also benefit from it a bit less. They are eventually overthrown by the Titans and other pantheons of the time. Part of this was inspired by the whole Primordials nonsense from 4E; drove me crazy that primoridals would cover both protogenoi/elementals and titans in 4E.)
But seriously, go on a Theoi.com binge. I guarantee it'll inspire you. Seriously. (Alas, I don't know of any Norse or Shinto mythology sites this good, not in English. There's Pandaemonium.net, but it's in Japanese, so even I can't translate it very well-- never was fluent, and what I did learn is very rusty. Besides that, Pandaemonium.net is basically the Japanese version of Pantheon.org-- still very, very good though.)

Oh, and just to inspire you a little further maybe (sorry everyone for being so off-topic in this post), some stuff I haven't posted elsewhere yet:
--The Protogena Eris/Discordia, as well as the Machai, have two true forms-- in one they appear as an inky blackness, and in the other they appear as giant trillochs.
--Nyx and Erebus are among the powers who created the Baernaloths, and Nyx has given birth to a few powerful yugoloths such as Charon.

Some of the entries in my Protogenoi glossary should be inspiring as well:
--Amun/Amaunet: One of the hermaphroditic Ogdoad, and Protogenos of creation and secrets. After suffering severe injuries in the Draeden War, he went on to become the Egyptian solar power Ra.
--Eris: A protogena of discord, and the most powerful of Cacodaemons (beings unleashed from Pandora's box). She is the virgin daughter of Nyx, borne asexually. Like her mother, she has also borne many children asexually, all of them cacodaemons. She is one of the few Cacodaemons to ever reach deity status.
--Hydros: The protogenos of water. During the Draeden war he was sundered in two, becoming Oceanus and Pontus.
--Liga: The first incarnation of Pelor, originally a 2nd generation Protogenos of neutral alignment. Pelor is the fifth incarnation of the deity.
--Oceanus: A second-generation protogenos of the sea. He would later side with the Titans against his own people.
--Phanes: A protogenos or protogena of creation and positive energy, who eventually split into several beings, such as Eros, Phusis, and Thesis.
--Ptah: The protogenos of creation, associated with Amun and Ra, though it is unknown if or when one came before or after the other, or what their exact relationship is.
--Shar: A third generation protogena of the new moon; she is the twin sister of Selune.
--Tartarus: A protogenos of the dark pit. He was either slain or forced into a dormant state by the Draeden, and the remaining Protogenoi built the prison plane Carceri over his body. Whatever the case, his essence remains intact on that plane and is vaguely aware, though Erebus stole some of his divine power and subsumed his portfolio.
--Thesis: A protogena of creation, split off from Phanes. She was slain during the Protogenoi-Titan war and her portfolio subsumed by Metis and Tethys.

sciborg2's picture
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Re: Favorite Planesape Anything and Why

Heh, you know, this reminds me I once did a thing on the Protogenoi, it's on an old hard drive.

But yeah, theoi.com is good stuff. I really do like the Protogenoi concept, as all of these ancient races were some of favorite parts of the Great Wheel cosmology.

I also need to catch up on some of the elemental stuff Hyena, love all the work you've put into fleshing out the Inner Planes.

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Palomides's picture
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Re: Favorite Planesape Anything and Why

Hyenna- I appreciate the effort to make the Inner Planes more interesting; but it still doesn't do much for me. Admittedly, your efforts and several threads here have opened them up a bit more than the "man vs. element/nature" component that seemed to dominate my thoughts concerning these planes before. But my personal preference/bias still doesn't find them as interesting as the Outer Planes.

If you want another resource at a "wiki level" (i.e. concise and easy to read but often too oversimplified), I'd also recomend http://www.godchecker.com/ which contains a lot of pantheons outside the Greco-Roman and Norse

VikingLegion's picture
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Re: Favorite Planesape Anything and Why

Well Rip already took Kytons as one of my favorite things in all of Planescape, but here's a few more:

<--- Inevitables - specifically Maruts. There's something so badass about the thought of this unstoppable, implacable killing machine that absolutely cannot be reasoned with. It's like having the Terminator on your trail. It's not a matter of if it's going to catch you, it's a matter of when. As I read in one of the various MM entries that Maruts have been known to cross continents by walking along the ocean floor to get to their quarry - I think I let out an involuntary squee of joy. I picture this juggernaut - slowly making it's way under hundreds or thousands of feet of water - one plodding, methodical step at a time, with infinite patience and an unswerving desire to reduce you to a thin paste with its Fists of Thunder and Lightning.

Chronotyryn - Ok this one is pretty simple. Crows/Ravens are super cool, we all know that. Also masters of Time are something you never want to mess with. So put it all together and you have anthropomorphic ravens that are also elite chronomancers. Pure win.

Keepers - I just really like how alien and mysterious these guys are. They've got a touch of an MIB feel to them, only their quirks are not comedic at all. Based on how enamored I am with Inevitables and Keepers (and Rilmani to a lesser extent), I think I see a pattern forming. I guess I just really dig the thought of these powerful, enigmatic forces that keep things from spiraling out of control. So many cliches abound of the extremes always being in the spotlight - the knight in shining armour, the dastardly devil, etc. I like to focus on the guys in the middle - the ones who have probably foiled more multiverse-ending plots and schemes than we'll ever realize.

Ozymandias's picture
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Re: Favorite Planesape Anything and Why

Everything.

More specifically, the artwork and the attention to detail. Sigilian or planar cant, for example, helps make the game "feel" alive, or even alien at times, which adds the realism. I believe in Planescape because the source material treats it as though it were real, with real language and testimonials.

My absolute, mostest favorite aspect, though, is the Great Wheel cosmology. Regardless of how one may feel about alignment and its role in the setting, the Wheel is a colorful, rich environment that just begs to be explored and discovered.

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Quale's picture
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Re: Favorite Planesape Anything and Why

I agree with most of the mysterious races, I also like some of the weirder planar creatures, the daelkyr and kaorti with their aberrant devices and crafts. The quori as well, but I've changed their type and appearance into unseelie fey, seemed more suitable for dreams and nightmares. Moignos and nethlings seem simpler than other mysterious types, I like their uniqueness.

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Re: Favorite Planesape Anything and Why

I love the Dabus.

I also love many of the characters in Sigil - so iconic and fun. Rule-of-Three, Caravan, The Us, Estevan, etc. There are just so many good ones that its hard to pick.

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Re: Favorite Planesape Anything and Why

The art.

Don't get me wrong, I love the setting, the weird characters, the factions, the philosophy, Sigil, The Lady of Pain, I love all of this. But none of it really matters to me as DiTerlizzi's illustration work. It's what really made me fall in love with Planescape in the first place.

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