Nagging Questions

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Gerzel's picture
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Nagging Questions

What question would you ask of the past or present creators of cannonical planescape? Or rather what would you most want to know?

Me. I'd like to know just what the original planescape writers think of what planewalker has done and how PW compares to what they had planned for after faction war.

Ok so that's not in the form of a question but you get the idea.

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I'd want to know what they envisioned for the setting post faction war.

Otherwise I'd want the chant on the Scepter of the Lady (or whatever it was called)!

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-Gabriel Sorrel, www.planewalker.com

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I'll second moogle001 on that faction war question, and add these:

1. What were the original ideas for the core factions, and why did they pick these ones?
2. How successful was Planescape, in both revenue and number of players?
3. What is the real dark of A'kin and Shemeska? Is the former truly good, or just pretending? It's driving me nuts.

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Some of these questions have been answered already in various interviews. Colin, Ray, Monte, and Wolf discussed post-Faction War in one of the ones that came out along with Beyond Countless Doorways.

I've got an old White Wolf magazine, whatever they were called, where Zeb Cook was talking about the process of choosing factions (he had to edit out the ones that were considered too weird).

A'kin is evil, and only pretending to be good. Note his alignment (NE), and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound). And his representation in the comic. And Ray Vallese said so on the PS mailing list one time when I started a thread with too many exclaimation points called "A'kin is evil!!" back at the beginning of time. Maybe Ragboy or Xan remember.

But, of course, up to the individual DM.

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"Kaelyn" wrote:
A'kin is evil, and only pretending to be good. Note his alignment (NE), and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound). And his representation in the comic. And Ray Vallese said so on the PS mailing list one time when I started a thread with too many exclaimation points called "A'kin is evil!!" back at the beginning of time.

Oh sweet jeebus is he evil. The fact that it's so obvious ooc, but with really nothing ic to nail it down makes it all the more fun. Note to any of my players reading this: I'm referring to A'kin in canon, not in our game.

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I'd add that I'd be curious to know where, if anywhere they ever intended to go with the Prolongers and the rumors of the Chronosphere of Lagos. Also I'd love to know if they ever intended to bring up more on the Shadow Sorcelled Key.

And finally, I'd be curious about any details of the canned idea that IIRC, Monte, came up with involving the PCs travelling back so far in time that the planes were ordered very differently, with only a single evil, good, law, chaos, neutral plane and nothing in between, etc.

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Ditto to my players!

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"Kaelyn" wrote:
Some of these questions have been answered already in various interviews. Colin, Ray, Monte, and Wolf discussed post-Faction War in one of the ones that came out along with Beyond Countless Doorways.

I read that interview, and I didn't see much beyond vague innuendo. They talked about how they were going to do stuff, but not exactly what. The plan, IIRC, was to patch the factions together again. Was there more?

Quote:
A'kin is evil, and only pretending to be good. Note his alignment (NE), and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound). And his representation in the comic. And Ray Vallese said so on the PS mailing list one time when I started a thread with too many exclaimation points called "A'kin is evil!!" back at the beginning of time. Maybe Ragboy or Xan remember.

Hmm, I don't have Hellbound, so I'm probably missing critical information, but from his appearance in the comic there is nothing to indicate he is evil, as opposed to just looking evil. He's a merchant and perhaps somewhat opportunistic, but that's not evil. All he does is sell and resell a ring. As for his stats, I always assumed that was part of the stigma associated with arcanaloths. People think he's NE, so his stats reflect that. I didn't see anything else that clearly indicates he's very evil and just pretending, but I suppose a definitive statement from Ray will do in a pinch.

Of course, there's still the interesting philosophical question of whether someone listed as being of evil alignment is still evil if they never do anything evil.

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"Kaelyn" wrote:
A'kin is evil, and only pretending to be good. Note his alignment (NE), and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound). And his representation in the comic. And Ray Vallese said so on the PS mailing list one time when I started a thread with too many exclaimation points called "A'kin is evil!!" back at the beginning of time. Maybe Ragboy or Xan remember.

But, of course, up to the individual DM.

Sadly, I can't remember the exact e-mail in question, but I remember the debate and how it lead to the conversations as to how various list DMs had used A'kin in their campaigns. I like him in the role as the confidant. There's something unwholesomely disturbing (and quite entertaining) as the person that everyone wants to run to and hug when crap gets bad. Good ol' Uncle A'kin is there with arms outstretched to comfort his "children" in their time of need. All the while, using their revelations to entrap them in even more deadlier plots. :twisted:

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"Emperor Xan" wrote:
There's something unwholesomely disturbing (and quite entertaining) as the person that everyone wants to run to and hug when crap gets bad. Good ol' Uncle A'kin is there with arms outstretched to comfort his "children" in their time of need.

Sounds like my players for some time now Smiling

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Of course A'kin is Good. Look at my avatar; would those beady little eyes lie to you (yes)? Soft furry coat, cute little snout, how could he possibly be malicious? He's practically a demon furry!

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It seems to me that one of the racial traits of Arcanaloths is being unplaceably creepy, regardless of alignment. A'kin fits this too; whether or not he's actually good, there's something unnerving about his genteel manner... funny thing is that this politeness would not be at ALL worrisome if it came from a different source!

See what I mean?

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"Kaelyn" wrote:
the comic
I swear, if they ever make a Planescape TV series that'll be the extended trailer for it. Just such a cool story, and a top-down explanation of the setting to boot!

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But the question is, is it really possible for a lower planes creature to change its alignment?
For example, say by some weird twist of fate, You end up with a nice guy bataazu. He leaves Baator (or runs like hell from it, your choice) and goes to another plane.
If he dies, then in all liklyhood, he will still have his soul sent back to baator. As much as he tries to defy his nature, he is still a creature created of law, and of evil. And so, despite his actions, he is still a lawful evil creature.
He might save kittens from trees, and he may help small children get their ball off the roof, and he may donate to charity, but he is, and forever will be, a bataazu.
On this basis, how much stock in the NE alignment can we put?

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"Fidrikon" wrote:
But the question is, is it really possible for a lower planes creature to change its alignment? For example, say by some weird twist of fate, You end up with a nice guy bataazu. He leaves Baator (or runs like hell from it, your choice) and goes to another plane. If he dies, then in all liklyhood, he will still have his soul sent back to baator. As much as he tries to defy his nature, he is still a creature created of law, and of evil. And so, despite his actions, he is still a lawful evil creature. He might save kittens from trees, and he may help small children get their ball off the roof, and he may donate to charity, but he is, and forever will be, a bataazu. On this basis, how much stock in the NE alignment can we put?

Pretty good actually. Think about it this way. Smiling Celestials are known to fall all the time. While their essence may go back to their home planes they themselves do not actually rise again, or at least I've not heard of one doing so. I could be wrong. I think what a risen fiend needs is to get recognized by a higher power either a powerful celestial or a god so that then a change over can occur. Though that still probably means proving that they have risen so it definetly isn't an easy task. Fallen celestials are taken by the fiends with gusto as evil tends to assume the worst far more easilly than good assumes the best. That and the transformation is likely painful and a good way to torture someone.

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Nagging Questions

One of my nagging questions about the setting is "WHat the heck is up with Estevan the Ogre Mage?"

Frankly, I'm dissatisfied with the Planewalker write-ups on ol' Est (wow, that sounded kind of rude and mean...). Doors to the Unknown makes it clear that he is not what he appears to be... he's doing lots of real weird stuff in that module. Like standing in a staircase much too small for him to even move on. How the heck did he get there? I don't know. But someone out there did, and I want to know the real skinny on Est.

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Which resource was this? (Is the one writeing up old Est and could use the research matter.)

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Doors to the Unknown.... its the only adventure I've read in its entirety. But it hints strongly that Estevan is more than he appears.

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Duely noted... *grabs shemmies books from her closet*

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"Primus, the One and Prime" wrote:
One of my nagging questions about the setting is "WHat the heck is up with Estevan the Ogre Mage?"

I wrote two versions of his secret history on my website - the words "on my website" are a link.

1. He's a Krynnish ogre, dating back to before his kind degenerated.
2. He's an oni, serving the Japanese pantheon.

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doggy-scented doom

"Krypter" wrote:
Hmm, I don't have Hellbound, so I'm probably missing critical information, but from his appearance in the comic there is nothing to indicate he is evil, as opposed to just looking evil.

True, but the implication is that he sold the ring knowing it would lead to the wearer's doom and eventually come back to him. In fact, I interpreted the comic as implying that all the events that befell the wearers of the ring - the despoiling of Osiris' realm, the creation and doom of the rogue modron, and everything else - was intended by A'kin. He probably couldn't actually have engineered all the events with such precision, but I assume there's some subtle curse on the object.

Quote:
As for his stats, I always assumed that was part of the stigma associated with arcanaloths. People think he's NE, so his stats reflect that.

A lot of material in Planescape (most of Faces of Evil, the history in Hellbound) is in-character and subject to skepticism on the part of the DM, but I've never heard of in-character stats before. If the belief of the people of Sigil is strong enough to affect his character sheet, hasn't it changed reality?

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Re: doggy-scented doom

"Kaelyn" wrote:
True, but the implication is that he sold the ring knowing it would lead to the wearer's doom and eventually come back to him. In fact, I interpreted the comic as implying that all the events that befell the wearers of the ring - the despoiling of Osiris' realm, the creation and doom of the rogue modron, and everything else - was intended by A'kin. He probably couldn't actually have engineered all the events with such precision, but I assume there's some subtle curse on the object.

Well, that would imply a some sort of omniscience on A'kin's part. I interpret it as a manifestation of the universal force that is the Unity of Rings. Even gods and 'loths are subject to it, and A'kin was merely a pawn in the grand karmic cycle.

Quote:
A lot of material in Planescape (most of Faces of Evil, the history in Hellbound) is in-character and subject to skepticism on the part of the DM, but I've never heard of in-character stats before. If the belief of the people of Sigil is strong enough to affect his character sheet, hasn't it changed reality?

I understood this to be a little game played between the authors of Planescape and the readers (like the DM). By presenting such conflicting information, even a well-lanned reader like the DM would never be entirely certain. A bit of meta-chant, if you will. Just look at that whole Shemeska the Cross-Dressing 'Loth thing. That was teh funny.

Then again, I often don't take things at face value, and I like to have strange interpretations of the rpg material I use, so maybe that coloured my perceptions. A lawyer could argue the case either way in court.

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Re: doggy-scented doom

"Krypter" wrote:
Then again, I often don't take things at face value, and I like to have strange interpretations of the rpg material I use, so maybe that coloured my perceptions. A lawyer could argue the case either way in court.

That's admirable, and lawyers do indeed argue many things.

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Re: doggy-scented doom

"Krypter" wrote:
Just look at that whole Shemeska the Cross-Dressing 'Loth thing. That was teh funny.

"Be quiet you! Don't mention that or I'll sell you to Ly'Kritch!"

*looks vaguely uncomfortable*

"It was a typo! Don't make me insecure about my gender! Bah!"

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"Well, no need for that I suppose - I mean we all know which of the two arcaneloths in Sigil wears the pants in the relationship..." *scurries behind fireproof wall*

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"Clueless" wrote:
"Well, no need for that I suppose - I mean we all know which of the two arcaneloths in Sigil wears the pants in the relationship..." *scurries behind fireproof wall*

But I thought Shemmy wore the fox-hunting uniform while Akin had the Japanese schoolgirl thing going?

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... I am not responsible for the smiting you're gonna recieve for that one... on the other hand, thanks for being the distracting secondary target. Eye-wink

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"Kaelyn" wrote:
and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound).

That would be Duke Dyavin B'we, by the way: an almost skeletal arcanaloth who acts as A'kin's ally in the Tower Arcane. And there's just one of him.

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"Kaelyn" wrote:
"Kaelyn" wrote:
and the fact that he still has contacts with the other arcanaloths of the Tower (in Hellbound).

That would be Duke Dyavin B'we, by the way: an almost skeletal arcanaloth who acts as A'kin's ally in the Tower Arcane. And there's just one of him.

hmm makes you wonder why the duke like Akin...

Gets me to thinking. True born Arcanaloths (unless I'm getting my term confused true-born means an Arcanaloth born from a mating pair of Arcanaloths) are generally looked down upon heavilly and don't get anywhere. What if there were a faction or sect in the Arcanaloth society that looked after their own clan? Having their children in secret. Putting them into minor positions and slowly grooming them for better things. Killing them if they do not show the proper amount of promise at the right age. Breeding those that excell in their Arcanalothieness. A plan to alter their race beyond what the older evils intended perhaps? Or mabey just a way to form bonds that are thicker than styx water?

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"Krypter" wrote:
I'll second moogle001 on that faction war question, and add these:

1. What were the original ideas for the core factions, and why did they pick these ones?

I found the magazine (White Wolf Magazine #43) where David "Zeb" Cook talked about this, somewhat. It had fallen behind a bookshelf.

So where'd it all come from, those Berks, Bashers, Barmies, and Sods? Well, some Barmy gets the idea that we should have a campaign world set in the planes, and he drops it on me.

It shouldn't have been a problem. It just had to be a complete campaign world (not just a place to visit), survivable by low-level characters, as compatible as possible with the old Manual of the Planes, filled with a feeling of vastness without overwhelming the referee, distinct from all other TSR campaigns, free from the words "demon" and "devil" and explainable to Marketing in 25 words or less. Like I said, no problem.

So I sat around for a month or so, avoiding all real responsibility. [Wow, game design is the same at TSR as it is at White Wolf. - Ken] I put on my headphones and cued up Pere Ubu, Philip Glass and Alexander Nevsky. For inspiration, I read books: The Dictionary of the Khazars, Einstein's Dreams and The Narrow Road to the Deep North. For fun, there was always Bad Movie Nights where everything from The Naked Lunch to Wolf Devil Woman ran through the VCR. For some reason, all this started affecting my brain.

After a while, I came up with a theme: everything would revolve around factions, and those factions would be ideas taken to the extreme. I'm not a believer in blood and gore or gloom and doom. I do believe in strangeness - nobody's certain of the truth. Imagine a bunch of seminary students arguing philosophy in a bar. That's the factions.

Sigil came about because it was natural. The planes needed a crossroads, an excuse to sit deadly enemies at the same table. It's the campaign center, a place for adventure and a place to hide. Sigil's portals make it possible to get to and from it quickly.

And then there was the Manual of the Planes. After going through it, I decided to adapt. While there was a lot of good material in it, things had changed over the years, especially with the trend to less complex games. The old stuff just made it too difficult to survive on the planes, so I chose to ignore the stuff that complicated play. That left descriptions of twisted and strange creations.

It was at this early stage that I had my biggest idea - I needed an artist. I could think and write about these things, but the setting needed a look. I already had some images in mind - the gloomy prisons of Piranesi's Le Carceri etchings, Brian Froud's illustrations and surrealist art. Foolishly, people believed in me, and Dana Knutson was assigned to draw anything I wanted. I babbled, and he drew - buildings, streets, characters and landscapes. Before any of us knew it, he drew the Lady of Pain. I'm very fond of the Lady of Pain; she really locks up the Planescape look. We all liked her so much so that she became our logo.

When I started writing, the Voice showed up. Some people get it. Others don't have a clue. It's an unintended consequence, like the rabbi's golem or Frankenstein's handiwork. Midway through, I began to realize the whole Planescape thing was becoming something I hadn't foreseen. It wanted to be stranger, more unreal.

Did it get strange enough? Not as much as I wanted. Time, pressure, and the need to be playable reined me in. Therefore, I left out some factions, like the one that imagines we're all imagined by somebody else who might be imagined by us or somebody we haven't imagined, and if it's somebody we haven't imagined, then what happens when we do imagine them? (Huh?)

So get yourself in a Planescape mood. Read The Dictionary of the Khazars, watch movies like Chinese Ghost Story and Orphee, and crank up whatever makes your head hurt. Then go out and make your character search for the meaning of it all.

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That's a fantastic witch's brew he concocted from Froud and Pavic. I always thought that the Planescape authors were heavily influenced by the tribes/clans/traditions of the World of Darkness, but it looks quite different from this interview. Thanks for the info, Kaelyn.

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