June 2019 Blog Carnival – Ramon’s Look at the Fey

ecstasy_by_Jeff_Laubenstein

Ramon speaks to guests in the Gatetown of Ecstasy

The marvel and whimsy of the fair folk, is it not breathtaking? Ah, magnificent! Incredible! I tell you, there is much to tell. However, the Primers have it all wrong. That is something I wish to set straight, for all of you. Please, indulge me a moment as I tell you all there is to know!

The fey, alien and majestic. They follow a sense of wonder that is mostly alien to material plane denizens. However, despite being distant from the creatures of the mortal realm, these spritely spirits embody many emotional extremes and ideals. But, where would such creatures dwell? A Mirror Plane, some say. That is poppycock, mere propaganda made by Lords of the Courts to seem akin to true deities. That isn’t to say that fey gods don’t exist, but many of the leaders of the courts are far from gods themselves. Sure, you can find them on Arborea, Ysgard, Limbo, Pandemonium and even the Abyss… But, what other such wondrous places might they hide? I have just the answer for you!

Author’s Note: Another post for the June RPG Blog Carnival? Why not!? Find out more here!  And by all means, this might be one of the longest things I’ve made yet!  As in, Wall of Text long!  Why?  Because I like to challenge myself with new ideas and new things to tackle.

This time, my relatively grognard-y ways revive an old character of mine while trying to figure out a greater place for the fey in the Planescape/AD&D Great Wheel. As I’ve made it clear, I don’t care for the 4th edition take on things and care less for stuff like Feywild being in the Great Wheel.  Okay, that’s a lie…  I like to modify some things when I do the Nentir Vale, especially with making the planes more alien and hostile. Despite being a curmudgeon for old school lore, I figure it’s time to make do and repurpose things!

In this, I try to sample the Fey Wild books themselves, alongside Planes of Chaos, Legends & Lore and The Tall Tales of the Wee Folk (from BECMI); in order to build my own Planescape-y proof of concept. Plus, this allows me to tie in some new ideas brought in through 5th edition as well!  So, for those who’d like to indulge my experiments in world building, here’s a lengthy prose about the life of the fey in the Great Wheel.  Enjoy the words of Ramon DeLeon, Priest and Planes Traveler.

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Tales of the Astral – The Gith

Dak'kon by Grosnus

“Endure, in enduring grow strong.” – Dak’kon, Zerth Disciple

The endless struggle in the planes beyond.  This is brief summary of the Gith, a displaced and wounded people.  Long ago, they came to know suffering under a domineering race of creatures known as “Illithid”.  The horrid creatures broke and enslaved these beings into servitude, harvesting them when it became convenient.  In a showing of will and defiance, rebellion lead to the gith breaking free.  However, factions arose over what to do with their newfound freedom.  The split lead to the rise of many new groups rife with their own strange philosophies and viewpoints.

Despite this fracturing, each respective faction remains strong and proud in their own manner.  Each continues onward in their ideals.  Each finds their place in the multiverse.  However, they remain sullied by hatred and biases of the past.  Many refuse to deal too much with their kinds, lest they risk getting dragged into Gith politics.  However, a wise and powerful ally is usually welcomed within a team.

Author’s Note:  Wouldn’t you know it?  I’m not overly satisfied with a non-core book on races, once more. Mordenkainen’s Tome of Foes is by all means a great book in terms of conflict inspiration as well as monsters, but I was eager to do my own take on things.  As I’m a master of reinventing the wheel, here’s my own take on the Gith.  But, in all seriousness, I’ve been wanting to this for a while.  Even before Tome of Foes was announced, I wanted to do a whole assortment of Planescape races.  The new book just encouraged me to get to it.  Mind you, most of this was already pondered when the initial unearthed arcana article came out.

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The Planes, The Planes! – Doc’s look at the Planescape Setting

Lady of Pain - Planescapes Character by Pseudooctopus

Please don’t anger the Lady of Pain!

So, the theme for this blog for the past couple of months has been planar creatures and dimensional weirdness.  Nothing embodies both better in my opinion within the realms of D&D than the Planescape Campaign Setting.  While I’ve enjoyed other AD&D settings like Greyhawk, the Forgotten Realms and Dragonlance; Planescape has remained special to me.  It’s a strange and cosmic fantasy where imagination is truly the limit!  You want to fight insane mechanical cubes with ray guns?  You can!  You wanna gamble with a Devil with an Angel by your side?  It’s possible!  You wanna get flayed by a giant lady for treating her like a God?  PLEASE DON’T DO THAT!  But I digress, Planescape is a high concept setting with endless amounts of play and content to explore.  For the reasons above and the many reasons below, I hope the full flavor of Planescape returns to D&D 5th Edition.  So far, it’s my favorite incarnation of the rule set (and I loooove AD&D 2e, albeit mostly for the vast library of settings.)  While they more or less have the Great Wheel, it feels much of the shadow of its former self like in the 3rd Edition of the game.  I want the vibrancy, the absurdity and the wonder of those wonderful weird planes.  Digressing from that, I’m here to address another question… How does one do a Planar game in this setting?  Why, I’m glad you asked!  Here’s a few humble suggestions from yours truly!

Now, I know what you’re thinking…  “Doc!  Didn’t you write about the planes on your other blog?”  Yes, I did.  However, I think now is a good time to revisit that post, especially now that I’ve been creating content revolving around planar travel and alternate dimensions.  Plus, cosmological models and jumping between worlds has been one of my favorite aspects of D&D as a whole!  With that, let’s chat about campaigns within the planes.

For starters, you might also ask me something; “Hey Doc!  Aren’t there more cosmological models than The Great Wheel a la AD&D?”  And you would be right!  Especially since 3rd edition, new models have popped up.  The Portals and Planes D20 Book (a rare title, if I may add) had heavily versatile options for truly forging your own planar realms.  Pathfinder modifies the Great Wheel and adds to it in simply awesome ways (with help of Todd Stewart himself!)  Eberron has an orrery based system where some planes overlap at the material plane at points in time.  The World Axis is a duality between the Gods above and the Primordials below.  That said, the Great Wheel remains my personal favorite of mine.  To be fair, it’s where I had the most adventures within the planes themselves.

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