Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
D&D Armageddon: The Blood Wars are over & Sigil has fallen - dead thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Whitey" data-source="post: 1368872" data-attributes="member: 15994"><p>Elaborating on ideas 1 and 3 mentioned above. In retrospect, idea 2 and the whole primogenitor thing is kinda lame. It was included mostly to give a sense of scope to the troubles, and what the fiendish army can accomplish - if left unchecked, they threaten <u>every</u> being on <u>every</u> plane.</p><p></p><p>Flooding the Styx through Sigil itself would be suitably cataclysmic . Magic things dropped in it lose dweomer, people lose their memories, and objects begin to decay in the planar-aligned heartless NE ambivalence of it. As it flows around, Sigilites start to despair, to forget or abandon the delicate balance that Sigil depends on to work, and that's when they start to venerate 'the lady', leading to her discomfit. In doing so, the strict planar confines of the city start to crumble as well.</p><p>Making a circuit of the river gets the fiends continuous access to wherever they want to go. Portals can't be closed on it, as it's part of several planes in and of itself. By suddenly opening a portal to an un-invaded plane, the fiends get an awesome surprise attack as the Styx rushes in, followed by the army itself. This could also be the 'tidal wave of opportunity' the ghostly voice says to the dwarf.</p><p></p><p>Now, the real cleverness. To back up the Blood Treaty, to be sealed by the blood of all innocents, the archdevils, demon princes, etc., must work together. How to ensure they do? They're too strong to be threatened, too wily to be duped, and simply too wicked to be trusted. They must invest something they can't forsake. Their whole plane.</p><p>As immensely powerful as they are, they need certain things, things only an abyssal/infernal plane provides. Fiendish underlings to do their bidding. A convenient base to hoard their trophies and visit their depravities on the just. Most of all, they need the consigned souls of their plane. These are meat and drink to them, and source of their fell power. Whoever forfeits their part in the pact forfeits their plane. By moving the fiendish thrones about, they are ensured that each fiend does their utmost, and the treaty remains unbroken. Now everything is at stake.</p></blockquote><p></p>
[QUOTE="Whitey, post: 1368872, member: 15994"] Elaborating on ideas 1 and 3 mentioned above. In retrospect, idea 2 and the whole primogenitor thing is kinda lame. It was included mostly to give a sense of scope to the troubles, and what the fiendish army can accomplish - if left unchecked, they threaten [U]every[/U] being on [U]every[/U] plane. Flooding the Styx through Sigil itself would be suitably cataclysmic . Magic things dropped in it lose dweomer, people lose their memories, and objects begin to decay in the planar-aligned heartless NE ambivalence of it. As it flows around, Sigilites start to despair, to forget or abandon the delicate balance that Sigil depends on to work, and that's when they start to venerate 'the lady', leading to her discomfit. In doing so, the strict planar confines of the city start to crumble as well. Making a circuit of the river gets the fiends continuous access to wherever they want to go. Portals can't be closed on it, as it's part of several planes in and of itself. By suddenly opening a portal to an un-invaded plane, the fiends get an awesome surprise attack as the Styx rushes in, followed by the army itself. This could also be the 'tidal wave of opportunity' the ghostly voice says to the dwarf. Now, the real cleverness. To back up the Blood Treaty, to be sealed by the blood of all innocents, the archdevils, demon princes, etc., must work together. How to ensure they do? They're too strong to be threatened, too wily to be duped, and simply too wicked to be trusted. They must invest something they can't forsake. Their whole plane. As immensely powerful as they are, they need certain things, things only an abyssal/infernal plane provides. Fiendish underlings to do their bidding. A convenient base to hoard their trophies and visit their depravities on the just. Most of all, they need the consigned souls of their plane. These are meat and drink to them, and source of their fell power. Whoever forfeits their part in the pact forfeits their plane. By moving the fiendish thrones about, they are ensured that each fiend does their utmost, and the treaty remains unbroken. Now everything is at stake. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
D&D Armageddon: The Blood Wars are over & Sigil has fallen - dead thread
Top