Difference between revisions of "Talion Court"

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The majority of the denizens of Perdition are tieflings, who are organized into massive, formal noble Houses, each of which is aligned with one of the Gate-Citadels (and thus, one of the Talion gods). The next most common of the city's citizens are devils, particularly weak devils who do not formally serve any single of the Talion Hells, but offer their services to many and sundry as needed. Imps, cambions, tar devils, legion devils and succubi make up the majority of its devils, but there are a scattering of more powerful devils as well. The least populous of its citizenry are extraplanar races, including those from the mortal planes, as well as some odd outsiders, such as githzerai and genasi.
 
The majority of the denizens of Perdition are tieflings, who are organized into massive, formal noble Houses, each of which is aligned with one of the Gate-Citadels (and thus, one of the Talion gods). The next most common of the city's citizens are devils, particularly weak devils who do not formally serve any single of the Talion Hells, but offer their services to many and sundry as needed. Imps, cambions, tar devils, legion devils and succubi make up the majority of its devils, but there are a scattering of more powerful devils as well. The least populous of its citizenry are extraplanar races, including those from the mortal planes, as well as some odd outsiders, such as githzerai and genasi.
 
==The Great Rune of Perdition==
 
==The Great Rune of Perdition==
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{| align="right" border="0" style="background: black"
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|+ align="bottom" style="caption-side: bottom" | '''Perdition & The Talion Court'''
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| http://www.oakthorne.net/pics/wiki/liminal-state/maps/talion-court.jpg
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In the center of Perdition lies a rune carved of the very streets of the city. This rune - a piece of divine magic - is a safeguard, preventing any Primordial from entering into the plane it guards. Since the Talion Hells lead only into this realm, it is a final safeguard against the resurrection of any Primordial; even if one should manage to reconstitute itself within one of the Hells, this rune prevents it from escaping that Hell.
 
In the center of Perdition lies a rune carved of the very streets of the city. This rune - a piece of divine magic - is a safeguard, preventing any Primordial from entering into the plane it guards. Since the Talion Hells lead only into this realm, it is a final safeguard against the resurrection of any Primordial; even if one should manage to reconstitute itself within one of the Hells, this rune prevents it from escaping that Hell.
 
===The Talion Court===
 
===The Talion Court===

Revision as of 14:17, 20 December 2013

Planar Traits
  • Fire Affinity: Attacks with the fire keyword gain a +1 bonus to the attack roll, and attacks with the cold keyword deal half damage (ongoing cold damage is not affected).
  • Planar Seal: Though teleportation is possible within Perdition, only the Gates may be used to pass out of the plane. This seal does not extend to methods of extraplanar communication.

The Court-City of the Talion Gods
Though its proper name is Perdition, this extraplanar city acts as the planar entryway into the various Hells of the Talion Gods.

Perdition is built on a plane of dark ash, its stone all black basalt and gleaming obsidian that reflects firelight. The plane itself is limited in scope, surrounded by a wall of black-red fire that ripples malevolently, and a sky filled with smoke behind which flashes of fiery lightning burst, revealing the shapes of flying devils and horrifying gargantuan leviathans swimming through the murk above.

The majority of the denizens of Perdition are tieflings, who are organized into massive, formal noble Houses, each of which is aligned with one of the Gate-Citadels (and thus, one of the Talion gods). The next most common of the city's citizens are devils, particularly weak devils who do not formally serve any single of the Talion Hells, but offer their services to many and sundry as needed. Imps, cambions, tar devils, legion devils and succubi make up the majority of its devils, but there are a scattering of more powerful devils as well. The least populous of its citizenry are extraplanar races, including those from the mortal planes, as well as some odd outsiders, such as githzerai and genasi.

The Great Rune of Perdition

Perdition & The Talion Court
talion-court.jpg

In the center of Perdition lies a rune carved of the very streets of the city. This rune - a piece of divine magic - is a safeguard, preventing any Primordial from entering into the plane it guards. Since the Talion Hells lead only into this realm, it is a final safeguard against the resurrection of any Primordial; even if one should manage to reconstitute itself within one of the Hells, this rune prevents it from escaping that Hell.

The Talion Court

In the center of the Great Rune sits a tall tower swarming with devil-kind. It bears eight great entries in its uppermost peak, each a great door of basalt glowing with the unholy symbol of one of the Talion gods. These passages are the doors through which the Talion gods enter into the Court, a massive chamber in which the wicked gods of Perdition hold council with one another.

Lower levels of the Court host personages and creatures of importance to the functioning of Perdition, or simply those powerful enough to have won their way here. They number among them several freelance pit fiends and legion devil masters, as well as Atuxum Nahai, a great red half-devil dragon that claims one entire level of the Court as its lair. Beneath the tower is the Caverns of the Damned, a labyrinth at the center of which is the Hell-Seer, an infernal oracle said to receive visions and prophecies concerning (but not from) the Talion gods.

The Gate-Citadels of Perdition

The only means into and out of Perdition are through one of the Gate-Citadels, great castle-like constructions that protect the planar gates that lead into and out of the realm. The only exception to this is the Hellsward, a walled-off district imbricate to the planar crossroads city Liminal.

The Citadel of Thorns & Brambletown

The Citadel of Thorns leads to Wildhell of Admaak'Raas, the god of madness. Great thorny vines have emerged from the Wildhell, wrapping about the dark towers of the Citadel and extending outward into the rest of the district. Brambletown is an all-but-abandoned neighborhood that has gone back to a wild state. Only the poorest and most desperate dwell here.

The Shardgate & the Iron District

The Shardgate is a vast citadel crafted of spiked black iron, the citadel that leads to the Hellshards of Makoryn. The Iron District is perhaps the only reason Brambletown has not grown out to swallow the whole of Perdition. Its craftsmen and soldiers are dedicated to the creation of an orderly society, and the district is known as one of the most orderly places in all of Perdition.

The Viridarium & the Silken Quarter

The Viridarium (a term that means "pleasure garden") is the gate-citadel to the Last Seraglio of Iritsa, the whore-goddess. The Silken Quarter stands in contrast to the Iron District, for it is a place well-known for its entertainments and nocturnal pleasures. It is said that those who dwell in the Iron District come to the Silken Quarter to blow off steam.

The Citadel of Fens & Rat-Town

The Citadel of Fens is a vast, open-walled construction thick with crusted lichens and mold of all sorts. Half-sunken beneath brackish water, the Citadel of Fens leads to the Plaguemarsh of Gildammar.

The Scarlet Bastion & the Blades District

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The Gate of Twilight & the Thieves Quarter

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Citadel of Night & Labyrinthtown

x

The Eighth Gate

The Eighth Gate provides passage into the outer realms of the Elemental Chaos. Standing floating freely in the fires of raw ravening chaos stands the Perdition Gate, a passage guarded by the Legion of Devils, who charge nearly extortive fees to entry. Despite this, many traders know that a great demand for their rare goods lies on the other side of the Perdition Gate, and so they pay them. The area around the Eighth Gate has no standing buildings, but is a wide open basalt plaza, onto which are built many tents and other mercantile spaces.

The Crossroads City
Quintains
Districts
Imbricate Cities