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*rumble* Hold it right there, berk! Go no further. Why? Can't ya read the sign over there? (I made it myself, yep.) What do ya mean, "so what"? I'm doing my job, I am. I wuz told ta guard the door, and that's what I'm doing. Since the door is closed, I can't let ya in. Huh? Open the door for ya? Well... no. I can't do that. I don't know ya. I'm not allowed ta talk ta strangers. What? Oh yeah, sure. I'll introduce myself ta ya and then we won't be strangers anymore. I am Moltar the Dense, Protector of Doors, Scavenger of Things, Collector of Thoughts, and a Magma Mehpit. What are ya? OK, glad ta meet ya. Ya know, I don't only guard the door. Nope. I also am in charge of the stuff. Ya'd be surprised at the things that ends up here in Acheron. Things, objects, even stray thoughts - it's neat what these cubes will turn ta stone, ain't it? Anyway, there ya go, friend. The door's open so I don't have ta guard ya from it. |
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*sigh* Moltar's real effective as a doorman, isn't he? But, I suppose that's what's to be expected of Magma Mehpits - they are universally dense and slow. (And I don't mean physically.) I suppose I could find a different breed of mephit to take care of this section, but he's the only one available at present. None of the other breeds can live on Acheron for too long before turning to stone anyway. (Actually, magma mephits also turn to stone, it just takes longer as they're mostly stone already.) And no, I can't double up on magma mephits and hope for the best. They end up guarding each other. Regardless of my staffing troubles, I'd best get on with explaining what these pages are all about. This section of my web site is set aside for the third main element of any game setting (after Places and People) - Things. Although in this case, "Things" refers to everything that doesn't fit anywhere else. Not only do I have pages about literal things (magical items and other unusual objects), I also have a large collection of not-so-random thoughts (philosophical musings, mostly), as well as modifications to the basic game mechanics of the system and setting. So please browse through all the sections to make sure you don't miss something that I have inadvertantly misfiled. Seeing as how Moltar likes you so much, I'll let him take a break from guarding the door and have him give you a quick overview of what I've got stuffed away on these pages... | |
Right. Ken's the one what tells me what ta do. I like that - it's so hard ta think and make my own choices. I don't
like ta do that anyway. Do ya? Beyond my door, ya gots three choices. (Ain't that a rule of some such?) Ya gots yer
forward, then ya gots yer left, and then ya gots yer... other left.
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The Mines of Marsellin |
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This here place is the junkheap of the multiverse. I hears tell that everything that wuz ever lost winds up here.
'Course, some of the stuff might be waiting ta be found, too. Ya want a Thing? It's here - someplace. Right now,
the most popular lost things are Magic Items. Be careful in the Mines. If ya stay too long, ya might end up stone
and be mistaken for a Thing, too.
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The River Styx Trawler |
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I think there's a problem with the water here, but I can't remember for sure. This tunnel leads ta the docks where
ya can find our supply boat. The boat sails the River Styx and scoops up stray Thoughts in its nets. The thoughts what
float on the Styx seem ta be mostly on a philosophical bent. (I dunno about that. They seem pretty straight ta me.)
The biggest thought what ever got scooped in the nets is Sigil's Calendar. It's the only way I know what time
it is - I lost my wrist sundial in the Mines.
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The Caverns of Atlas |
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These caves are the deepest part of Beggar's Tomb. I think the place is one big grave for ancient Guvners. There be
all sorts of scrolls, tomes, and tablets here. These scribblings are supposed ta describe the Rules and Mechanics of
the multiverse - how things like magic and skills work. (I dunno about that. I've read them and I still can't do
what stuff that they talk about. Maybe they only work in a house.)
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E-mail me: krlipka@yahoo.com |
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