Rule of Threes and the Rilmani

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Center of All's picture
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factotums
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Rule of Threes and the Rilmani

It occurred to me that the Rilmani could very well be the incarnation of the Rule of Threes.

Consider the following:

Aurumach, Argenach, Cuprilach, Abiorach, Ferrumach, Plumach. Six rilmani types. Rule of Threes taken twice.

But, more importantly, no matter which alignment axis you take on the Great Wheel, the Rilmani consistently comprise the third (and central) point of the axis. The Elysium-Hades Axis goes NG -- TN -- NE, with NG and NE being the points that define the axis, TN being the center of the axis itself. The third rule.

In the spirit of the Rule of Threes, there is likely one more way to prove this hypothesis...

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Fidrikon's picture
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Factor
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Rule of Threes and the Rilmani

Then I guess that makes this the 'if you see two, the third is hidden' part. right?

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Rule of Threes and the Rilmani

Between any two points lies a third, the midpoint. Any circle has a center, found by taking the midpoint of two opposing points....

...unless the circle is a line.

[This occurs in complex analysis, where a "line" is really a circle that intersects the point-at-infinity.]

What does this mean for Planescape? Buggered if I know -- but it'd be pretty damn interesting Eye-wink

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Rule of Threes and the Rilmani

It means, of course, that the true center of the multiverse has been discovered. This name ain't just for show, you know Eye-wink

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Rule of Threes and the Rilmani

The Rilmani are a convenient way to point to the Rule of Three, a bit too convenient in my opinion. There is little known about their activities as well as the fact that their numbers, powers and cleverness is dwarfed by the fiends and celestials.

However, it is possible that they have a fair amount of influence by applying just the right amount of force, intervention etc in exactly the right place and time.

Never the less, the Rilmani are not much of a success as exemplars of their world view. The Karamel on the other hand were a force to be reckoned with.

The Rilmani are IMO an impostor race that seeks to gain leverage out of the Rule of Threes in order to gain power. However, during the time that they have been a force of significance in the Outlands (and only really there); the Outlands has shrunk metaphysically until it has taken up the Ring configuration that is common belief today.

Yes they're enigmatic and possibly have some power. But they are IMO one of the weaker planar races who will in time be replaced. Such successions have happened in many planes at different times and I believe that the time is ripe for the Rilmani to fade in to history.

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Rule of Threes and the Rilmani

I think you underestimate the Rilmani. As you said, they're extremely secretive, and due to their Shapechange abilities, they can be anywhere, at any time, and no one would be any the wiser. I think they are just as big of an influence on Planar Politics as the Yugoloths, and perhaps bigger, as they don't limit themselves to evil quite as much. They are definitely not in any danger of being replaced though. If anyone is in danger of that, its the Modrons.

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Factor
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Rule of Threes and the Rilmani

How could you replace the modrons? First of all, the Modrons are the only thing that makes mechanus fun. i guess the formians have their own... stuff. But the modrons are practicly a symbol of planescape. Heck, planewalker.com even has a modron on every page! Allthough thats not the only reason.
And anyway. When a modron dies, they return to the SOURCE and are rebuilt, correct? therefore, a modron can never trtuely die. unless they go rouge.
And irts not like you can kill primus. If you do, the next in line gets promoted, so the only way to kill primus is to kill every single modron. an that would
A) be immpossible (see above)
and B) take a long time

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Rule of Threes and the Rilmani

I'm not saying I personally would. I like the Modrons, just like any good (non-chaotic) planewalker. I'm just saying that they are in danger of losing Mechanus to the ants if current trends continue. You'll notice that in third edition, Modrons are relegated to a web enhancement that maybe a tenth of all players will see, where as Formians are in the Monster Manual 1. That puts them up there with all the other exemplars save Rilmani, who don't reappear until the Fiend Folio. But that is another matter, for the Keepers of Balance move in mysterious ways.

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Rule of Threes and the Rilmani

"Fenor Aurien" wrote:
You'll notice that in third edition, Modrons are relegated to a web enhancement that maybe a tenth of all players will see, where as Formians are in the Monster Manual 1. That puts them up there with all the other exemplars save Rilmani, who don't reappear until the Fiend Folio.

On the other hand, the web enhancement is free. There's no reason everyone can't have one. Law for the masses!

Yugoloths are scattered about pretty broadly, but they don't get a core book either.

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Rule of Threes and the Rilmani

"simmo" wrote:
The Rilmani are a convenient way to point to the Rule of Three, a bit too convenient in my opinion. ... it is possible that they have a fair amount of influence by applying just the right amount of force...

Rilmani are the true puppet masters of the planes. Everyone thinks it's the 'loths, but it's not, they just crave the attention and pretend to be behind it all - they're not. It's the rilmani, I tell ya. Rilmani!

They say they "maintain the balance". What's that mean? It means they mould the multiverse to their whims, and when they get it close enough, they call it "balanced". They built the Spire to chain the planes and planars - when you walk away into the Hitnerlands, doesn't the Spire draw you back? They made up the handy little phrases like "unity-of-rings", "rule-of-threes", and "center-of-all" and propagate them cunningly, harvesting the belieef of the common berk for their own goals.

They keep us chained, the miserable lot. They don't want us to see the big picture. But we'll be through with them soon enough. The Spire is falling down, my fair Lady. See >here<

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Rule of Threes and the Rilmani

Simson brings up a good point, though. Why have the Outlands lost so many gate towns? You hardly ever hear of towns shifting toward the Land, but there's a virtually endless string of destroyed versions of Plague-Mort in the Plain of Infinite Portals, a number of predecessors to Ribcage in Avernus (and, in fact, all of the territory beyond the Styx is new, somehow, even though the layer was presumedly always infinite), and definitely more than one Fortitude in Arcadia.

In my own version of Automata's origin, it was pulled in from Mechanus originally, but I'm not sure about any official story of this ever happening. I think you have an opportunity to bring Curst back in Torment, shortly after it slipped over to begin with, but that's not the same as snatching "virgin" Carcerian territory into neutrality. And Carceri already has the original gautiere domain.

It seems like the plane of neutrality is has been losing important parts of its infinite territory to the Great Ring since time immemorial, and not about to let up. Where are the rilmani in this?

I guess it's possible that "seeding" the other Outer Planes with bits of the Land is somehow advantageous to the rilmani and their schemes in a "beware of Greeks bearing gifts" sort of way. Anybody have any ideas about how "Trojan gate towns" would work?

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Rule of Threes and the Rilmani

Hmmm, and then theres another idea, what if the Hinterlands in a way are *feeding* the outlands more territory as they loose it?

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Rule of Threes and the Rilmani

"Kaelyn" wrote:
I think you have an opportunity to bring Curst back in Torment, shortly after it slipped over to begin with

That was the one part of that game that I didn't like. You go around Curst telling people to get together try to love one another, and poof, you're back on the Outlands? Not IMC. And the cutscene with the buildings just falling from the sky onto the new plane? :roll:

"Kaelyn" wrote:
It seems like the plane of neutrality is has been losing important parts of its infinite territory to the Great Ring since time immemorial, and not about to let up. Where are the rilmani in this?

Among themselves, they endorse the process. The Spire is connected to the Outer planes through the gate-towns. The more frequent the exchange (burg-sliding), the stronger the links. These links anchor the planes to the Spire, preventing them from floating out into the Hinterlands, where they would drift, crash into each other, and mix endlessly, as they should. As they had been, before the Center-Of-All branch of the rilmani goverment came into power, built the Spire, and set up the "Great Ring".

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Rule of Threes and the Rilmani

"simmo" wrote:
Never the less, the Rilmani are not much of a success as exemplars of their world view. The Karamel on the other hand were a force to be reckoned with.

I'm not sure what you mean here, really? The kamerel were not outgoing at all. Rather, they went out of their way to avoid everyone and everything else, going so far as to sequester themselves in mirrors once the rilmani came in, for no other reason than to avoid us. They were xenophobia incarnate -- perhaps another version of true neutrality.

"simmo" wrote:
There is little known about their activities as well as the fact that their numbers, powers and cleverness is dwarfed by the fiends and celestials.

I'd be inclined to disagree on most of this. Yes, the rilmani are widely believed to have smaller numbers than other exemplar races. However, the important thing to remember is that rilmani almost always operate covertly. There's a rilmani who serves as one of Shemeska's favorite lapdogs -- one who pretends to be a tiefling and has been successfully hiding (read: spying) right under Shemeska's nose for a long time. Only in very rare circumstances does a rilmani work openly.

I have to agree with much of the above talk that a lot of rilmani intervention is based on timing. They put the right pressure on the scales at just the right time and voila, balance is made. There has to be some kind of strong link between them and the rest of the multiverse to be so good at it. For example, it's said that no target of the cuprilachs has ever seen his killer strike. It's also said that an argenach need only be told something like, "There's trouble on Toril. Deal with it." With only that, the argenach is said to be able to go in and handle the problem with efficiency.

Whether the rilmani pull all the strings or not is debatable. One could certainly make an extremely convincing case for it -- a case that I, being a huge rilmani fan, happen to love very much -- but as it's said, little is really known about them. A certain Seraph I know refuses to admit the legitimacy of the race, saying they were just sort of "tacked on" to the setting as an afterthought; a sort of "Hey, neutrality needs exemplars now!" mentality. Perhaps they do set many things in motion...Perhaps they don't do much at all.

They have to have some innate or instinctive knowledge of how and when to act, though, if they are as effective as the chant claims.

Finally, to address the issue of the gate-towns:

In the plumach entry in PSMC2, the plumach orator condemns the gate-towns, saying they don't belong on the Outlands at all. Granted, much of the quote is the jaded mindset of many plumachs, but perhaps he raises a point of rilmani belief?

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Rule of Threes and the Rilmani

"Center of All" wrote:
In the plumach entry in PSMC2, the plumach orator condemns the gate-towns, saying they don't belong on the Outlands at all. Granted, much of the quote is the jaded mindset of many plumachs, but perhaps he raises a point of rilmani belief?
Hmmm... almost like they believe that they should simply not exist there, or anywhere else in the Outlands. That they are a taint on the Balance...

What do you think about it?

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factotums
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Rule of Threes and the Rilmani

If you're referring to the gate-towns, I'd be inclined to agree. That plumach's attitude seems to say that the gate-towns should go away. Unfortunately, I don't have enough resources to tell if it's a common idea among plumachs or just that one's particular belief.

On the other hand, the description of the plumachs seems to indicate (to me) that they are a rather jaded bunch, and I wouldn't have a hard time believing that to be a common idea among that rilmani subtype.

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Rule of Threes and the Rilmani

"Kaelyn" wrote:
Simson brings up a good point, though. Why have the Outlands lost so many gate towns? You hardly ever hear of towns shifting toward the Land, but there's a virtually endless string of destroyed versions of Plague-Mort in the Plain of Infinite Portals, a number of predecessors to Ribcage in Avernus (and, in fact, all of the territory beyond the Styx is new, somehow, even though the layer was presumedly always infinite), and definitely more than one Fortitude in Arcadia.

That's a very good point. Why do gate-towns only slide in one direction? And why is there only one gate town per plane? It's all too neat for my liking, and I suspect the hidden hand of Sum-of-All behind it. Was Fortitude always Fortitude, or was there a town with another name serving that function at one time? Who selects which burg on a given plane becomes a gate-town on the Outlands?

If we flooded Bel's Fortress (LE) with einheriar (CG), would the whole thing slide into the Outlands?

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"Krypter" wrote:
And why is there only one gate town per plane?
Would you do it differently? If so, I'd be curious to hear about what you're thinking in regard to this...

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Rule of Threes and the Rilmani

Well, symmetry always strikes me as too convenient, and I don't see any reason why you couldn't have a string of gate-towns, each progressively more Neutral as they approach the Spire, for each plane.

One idea I used in my game was to have the alignment planes bleeding over into the Outlands, so that you could move from the Outlands to the first layer of each plane without traversing a gate. The terrain would change as you approached the planar layer, ala Hellriding in the Amber novels. It makes for a more picaresque trip through the Outlands, and gives players time to prepare for the worst at the destination layer (assuming it's an unpleasant location).

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"Krypter" wrote:
One idea I used in my game was to have the alignment planes bleeding over into the Outlands.

They do that anyway, though; the terrain becomes wilder and more mercurial as a traveler approaches Xaos, major features moving around ever quicker and more arbitrarily even than what is usual in the Outlands; it is more rigid and structured the closer things get to Automata, until the terrain around Automata, Rigus, and Fortitude forms natural grids; things are more desolate, gloomy, and hostile near Hopeless; more twisted and macabre near Plague-Mort; more fertile, forested and lush near Faunel and Sylvania; cleaner, crisper, and brighter near Excelsior; more peaceful, soothing, lulling, and languid near Ecstasy.

Only near the Spire - and perhaps far into the Hinterlands - does the Land have a shape of its own. And perhaps the Spirelands aren't the Outlands' "true" form either, but only yet another contamination, this time by the Balance instead of by one of the planes of the Ring. Though the gate-towns are crucial nexi of travel between the realms, "spillage" between worlds is an integral part of the plane. It probably is in the Great Ring, too; Baator must have its more neutral, Land-touched regions near Darkspine; Elysium has its tangled, bramble-ridden regions where the Traveler's Way dumps those with ill intent before they slide completely into the territory around Ecstasy; Yeoman has almost as many darker influences and malign traders from abroad as neighboring Tradegate; Broken Reach, on the other side of Plague-Mort's portal, is a sanctuary of sorts in the Abyss; even Heart's Faith in Lunia must have its seedier sections.

But your point is well-taken; the known gate-towns don't need to be the only routes between the Land and the Ring, or even the best-known ones. There's room in the infinity of the Concordant Opposition for as many transitive towns as the DM desires, though of course the more there are, the less important any one is going to be in a given campaign.

Generally speaking, I see towns in the Outlands beginning on the shores of Tir fo Thiunn (the most populous part of the inner Land, where many factols are from; the Spire is a destination of its own, not an origin) fully built in every imaginable shape, size, and theme. As their populations change and grow they slowly move toward the seventeen axial points, drifting toward the tainted lands bordering the Ring or the supposedly virginal lands in the center. If one town became more strongly aligned than one of the existing gate-towns, the portal would probably close in the established town and form, perhaps in a different shape, in the new one.

More likely, the established town would drift slightly Spireward and the newer town envelop the portal in its place. Or that might not be the correct phrasing either: maybe new terrain is created Rimward, and both town and portal move there. They might switch back and forth unpredictably, but this is uncommon; a town is a gate-town because it is on the razor's edge of one plane and the next already, and there's not much futher it can go without sliding all the way.

A boom-town that suddenly became more lawful than Automata would probably merge with Automata at first, becoming a single, larger town before dragging the whole amalgamation into Mechanus. The portal would then move to the next-most lawful town in the Outlands, or more accurately the town would move to it, the land formally surrounding the portal disappearing into the Ring.

If a town became so neutral that it moved all the way to the Spire it would probably disappear, seeming to merge into the mountainside, only to reappear as a new district in Sigil itself.

I think of the Outlands as a flat plane with sixteen funnels in a perfect circle, like the common depiction of a gravity well with space-time distorted by alignment instead of mass. Around the gate-town the plane is curved in the shallower, outer rings of the funnel; the gate-town is in the deepest, innermost part. Of course, Balanceward in the center of the ring of funnels is another one, terminating in the Spire. Hopeless and Bedlam are literally and figuratively built around spiralling depressions; Glorium has a literal funnel in the form of the Maelstrom in its harbor and the caverns leading to Yggdrasil's root; while around Spire, Excelsior, Fortitude, and (one might argue) Ecstasy the funnel is inverted, but still very literal. In most other gate-towns, the funnel is figurative, things being distorted in other ways than the topological.

Is this model too convenient? Probably. It's intriguing to think whose agenda it serves to create the illusion that the Outer Planes are a ring.

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Rule of Threes and the Rilmani

Fascinating...

So what do you see the Spire as? A singularity? The point of exact centre for this funnel-like structure? Where does it lead?

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