Skeleton

PS Mimir's page

21 posts. Alias of Kludde.


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I have never heard of this. the mimir says, but a couple of possibilities are open. The dragon might truly be a part of Pandemonium, which would imply it is an agent of chaos leaning towards evil. Its nature - a power, a proxy, merely an ancient being - I can only guess as.

A greater, wilder possibility is that the dragon spans more than one plane, like a planar pathway. The river styx, the infinite staircase, the tree Yggdrassyl, they all flow through, or pass through, or touch many planes at once, allowing one to travel between them. Who know, we may even find something unknown here.


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The mimir then answers Lun Tsu's questions: I know little more than what you have gathered. The blink cycle takes place every 400 years, so if you want to visit these places in your lifetime, now is your chance.

Where do you want to go after you have rested?


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Guvner, or a member of the Fraternity of Order. They believe the multiverse follows strict rules of law, and that understanding these laws means understanding the multiverse.


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The fraternity of order would like you to think so, they see order everywhere. If they key is not the same, they say, it is at least similar, if not physically then symbolically. Of course, they see only what they want to believe, and their tendency to hold up in lawful planes makes it more likely that their observations hold. Still, there's portals near limbo where the gate keys don't match. Or they change very day. Or there's no gate key. Near the evil planes, you might even find planes that only go in one way, trapping those unfortunate enough inside.

This portals though, leads to tradegate, the gate town to Bytopia. That's an orderly enough place, and the portal seems relatively stable, so it is likely that the same key works both ways.


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Well, I can tell you what I recorded so far. I'll leave it up to you to connect the dots.

- The devil wants you to put his orb on the highest point in Sigil
- What is the orb? Some kind of scrying device?
- There's a staff from the junk plane, with some kind of mercury device on it
- Estevan has a ledger with secrets that someone tried to steal from him
- Estevan wants to know why his ledger was stolen
- Origax (a signer) seems to have an interest in Estevan's tome
- Jerkot's thugs seem to have an interest in Estevan's tome
- Estevan seems to be onto something called a 'blink cycle', a series of doors opening every 400 years
- Balthasar thinks Garmundi has a clue about this
- Garmundi jumped off the shattered temple, but his body never was found
- Coranthol of the Athar should know more
- The Athar don't seem to like Origax
- The Athar want to know what happened to Garmundi as well.


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Cant Glossary:

Barmy - Mad
Pay the music - Own up, get what is coming
The lady's city - Sigil (c.f. Lady of Pain)
The mazes - The Lady of Pain's punishment for those who misbehave in Sigil.
Counting worms - Dead
Faithless - The Athar
Soul bag - Body
Dusties - The dustmen, a faction in Sigil
Ful - Completely
Narky - Angry, cross
Happy as a gehreleth's bride - unhappy


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Origax the floating skull mumbles, Origax is a signer, and a bit of an addle-coved one at that. Bit of a megalomaniac if you ask me.

Sign of One (Signers)
Quite simply, the Sign of One believes itself the center of the multiverse, and that by virtue of this position it can shape the multiverse however it desires. More specifically, each individual member believes themselves the core figure of all that is; some believe they arrived there by chance, some believe in some sense they created it, some believe all individuals are manifestations of the same higher-dimensional meta-intelligence that personifies the whole of reality. Each member of the Sign of One has their own unique philosophy on how they can do what they do, and yet somehow it functions as a coherent organization; it's a common joke that that alone gives some evidence that maybe there's something to it. And indeed, all but the newest Signers can indeed impose their will on the multiverse in minor ways without recourse of magic. Either through prediction or pure force of will, they can achieve small feats that would otherwise be impossible without magic.


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That liquid looks a lot like mercury, so it might below to something or someone who is attuned to that. There is no particular plane associated with mercury, unless you count some strange niches on the border of the earth and crystal elemental planes.


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Nope, but this is an outer plane. People's beliefs play a huge role here, so expect some symbolism. Given the lawful nature of this plane, it's likely a symbol that got you here, so you might want to check which symbols the both of you were carrying in common, and start from there.


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Of course I can, the mimir. It clicks and whirrs a bit.

Mimir

A mimir is a magical construct, typically fashioned out of an ornate skull, that is meant to hold and propagate information. Many planar travellers use mimir for reference during their travels, so as to get a quick bearing on where they are, and what to expect from their surroundings.

Mimirs are infallible, extremely loyal and have hilarious senses of humour.

Most of them have inflated egos too


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Sure the mimir says.

Acheron is a plane of lawful evil, though more one of rigid 'an order is an order' type than the evil of Baator. The place is build up of cubes floating in an endless space, upon which an endless war is fought between hordes of orcs, goblins, hobgoblins and other races, pitting their legions against one another.

The great destruction leaves a trail of dead bodies and destroyed war equipment, so most of the plane is a bit junkyard.


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Clueless
Used to refer to a berk from the prime material plane, particularly one who is not familiar with the workings of the factions.


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The Harmonium
The Harmonium are the red-armed soldiers that guard Sigil from the law-breaking and those that would threaten the safety of the normal citizen. Their headquarters are the Barracks in the Lady's Cage and they're led by Sarin, a paladin of St. Cuthbert, who's a deity determined to beat people into order. Harmonium patrols are often seen parading around the Lady's Ward in their shiny red armor, breaking up rioters and putting Sigil into a clamp. Some would say (most likely the Anarchists and Xaosmen) that they're the "Hardheads", and they're out to make Sigil into their little Arcadian paradise, but to the average citizen, they're all that's protecting them from fiends and other things that don't belong in the natural world. The Harmonium is primarily composed of paladins and soldiers marching to put Sigil onto a new beat: one of law and order.

It's an uphill battle.

Of course, not every member of the Harmonium is a soldier of goodness. Power corrupts, and absolute power corrupts... well, you know. There are those members of the faction that seem to think that their membership in the Harmonium gives them the power to do anything they want. Sadly enough, these are quite often the stereotype: these are the ones that people group the entire faction by, and they're the types that people expect to see. While it's true that not all members of the Harmonium are the most upright and good of everyone (and they quite often get driven near insanity because of the flamboyant disrespect that many have for the laws of Sigil), the majority of them aren't the type that will bust an Indep down in the middle of the street for jaywalking. Even the worst of them aren't that bad... they'd probably move to a back alley for that.

The Harmonium believe in creating the Arcadian ideal: everyone thinking the same, acting the same, and everything will be perfect. No more problems to the world if we move as a group, think as a good, live as a group, die as a group, dream as a group, and despair as a group. Some want to force Sigil into that mold... some others want to simply root out the troublemakers and let the populace of Sigil choose order for themselves. As usual, it's the loud ones that get noticed and the quiet ones passed over... but in the end, they are all Harmonium. They will bring law and order to Sigil, or they will die in the attempt.


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Sigil
One of the most important sites on the Outer Planes, Sigil (also known as the Cage or the City of Doors) is the largest center of commerce and most popular nexus of planar travel in the known multiverse. Its age and origins are unknown, as are the means of its existence, but its nature as a crossroads of all realms across existence ensures it holds a key role in planar society, and the Lady of Pain ensures it will remain free and neutral, at no risk of capture by any person or organization of any sort.

Sigil is located at the top of the Spire, the infinitely-tall pillar in the center of the Outlands. As one progresses further and further towards the centre of the Outlands, fewer magic starts to work, until at the very centre, where the infinitely long spire is located, not even divine magic can penetrate. Hence the saying "Barmy as a spire God".

Despite this fact, magic in Sigil functions for the most part completely normally, with the anti-magic properties of the Outlands holding no sway over it. It occupies the inner surface of a ring or torus of approximately five miles in diameter, with gravity pointing outwards and allowing people within to walk about somewhat normally. Despite its size, however, the city is extremely crowded, with the total number occupying it at any one time far greater than the permanent population.


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Githzerai and Githyanki
Githzerai history was the same as githyanki history until shortly after the ancient illithid empire was thrown down under the leadership of the legendary heroine, Gith. When Gith announced an Eternal Crusade that would lead her people to conquer the planes in a fanatic attempt to exterminate the illithids once and for all, however, many of the githyanki dissented. The most vocal among these was the war hero Zerthimon, who said that no war could end the illithid threat forever. Instead, the people should retreat into introspection, seeking to learn more about themselves so that they could grow in wisdom and strength.

He claimed that Gith had become a tyrant no better than the illithid slavemasters she replaced. For a time, Gith tolerated Zerthimon's dissent, but her hand was forced when the loyalists of Gith came to blows with Zerthimon's followers, and a civil war erupted that vastly reduced the githyanki population and reduced at least one world to ashes. Gith and Zerthimon met in single combat, and some say Zerthimon fell that day, while others say he triumphed and elected to spare Gith's life. In the end, neither faction was able to continue the war any longer, and the githyanki retreated to the Astral Plane, while Zerthimon's followers, the githzerai, retreated to Limbo.

Tl;DR: Lun Tsu is a Githzerai from limbo, while No Levar was trained under Githyanki from the astral. Lin Tsu is more than likely to know the difference, for No Levar the difference may not be so obvious.


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Nope, it's away from that dark area. That dark area... you don't want to get there unless you want to get scragged. That's Bel's fortress, only the most powerful overlord of this layer. It takes serious cunning to give him the laugh. Portal's the other direction, berk.


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Well, it seems that fat ogre has finally paid the music. Good. Thank you for that, he was getting quite loud. the head says, as it seems to float on its own volition.

The portal of this layer is that way the skull says, turning its head, but you'll need a key to pass it - the spine of a fiend.


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Society of Sensation
The Society of Sensation is one of the fifteen factions in Sigil. In short, members have the goal to experience all there is to experience, in order that one might learn more of the multiverse.

Headquartered in the civil festhall in Sigil, the members of the Society of Sensation believe that information given third-, or even second-hand is flawed. Every time a piece of knowledge passes from person to person, something is twisted, distorted, even if unintended. When an event is recorded "objectively", much must be left out; no recounting is truly objective, nor truly comprehensive. It is only by seeing, feeling, experiencing for oneself that one can truly gain understanding. And the more one understands the individual, the more one understands the big picture; the clearer a view one has on the true inner workings of the multiverse.

Artistic expression, however, comes closer than any other means of recording. In producing a piece of art, one is seeking to make a connection with one's audience. To communicate some deep truth, to show the audience some idea or concept in all its aspects. Far more than any attempt at objectivity, art presents to a person a far deeper view of the artist's mental state. And so the Sensates promote the arts as much as possible, providing a stage, a gallery, a platform by which these attempts at communicating the very essence of experience can be granted to the general public. Painting both representational and abstract, theater both narrative and performance, writing both poetic and prose, a well-crafted and well-presented piece of art can be almost as effective as a sensory stone, while reaching an audience far wider than any stone is likely to.


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The silver void
The astral plane 'connects' the prima material plane to the outer planes, the place that most primes insist on calling the 'afterlife'. Although the astral is usually regarded as between in between the outer planes and the prime, some scholars say that a more accurate description is 'behind it'. Or 'beyond it'. Or 'inside it'. They can't ever seem to agree. Perhaps the most accurate description anybody has ever given the astral was by a bard - I've forgotten his name - who called the astral the 'backstage of the planes'. It's what you see when you take a peek behind the curtain. All of a sudden, the stage drops back, and the only thing you see is a timeless, empty space.

The astral is timeless, and some would even say space exists only so long as a body is in there. Should you enter, you'll only be able to move by power of thought. The quicker your wits, the quicker your movement.

It is an endless expanse, difficult to fathom for most, but it is certainly not empty. The powerful wizards of the prime - hah! - use a spell called 'astral projection' to wander on the outer planes. They leave behind silvery cords, strands through the astral. Tiny umbilical cords that connect them back to home.

The githyanki call it their home. They are usually seen as the only true natives of the astral, but even they haven't always been there. They're a deeply mysterious, organised folk, and their long (or has it been long? who can tell without time) exposure to the timeless astral has made them strange. They know the power of the mind, the know the quickness of the body, and they know how to combine the mental and the martial with deadly precision.

The astral is a place that is usually unconnected by portals. The only way to naturally enter the astral is by color pools: strange mirroring ponds of color that connect the astral to the many locations it touches. Conor pools are invisible from the prime, or from the outer plane, but all the more apparent from the astral side. Again, scholars disagree on what they are: flaws in the universe? Actual connections? Hot-spots? Nobody can tell.


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Resembling a floating, talking skull, a mimir is a magical construct designed to provide information on all aspects of life on the Outer Planes. They jabber all sorts of information when asked, some useful, some not.


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A real greybeard knows how to look at a simple skull. 'En profil', you might say.