D&D General Let's make the upper planes playable!

Micah Sweet

Level Up & OSR Enthusiast
that's true but the planescape boxed set is too much like the white wolf game all dark and dreary. It really does a terrible job of showing the true variation of the individual planes and focused too much on sigil and the lower planes.
There are specific products focusing on the Upper Planes.
 

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Arcadia's theme is, "order over good", where following the rules is more important than the good those rules are intended to foster, but the good still matters. You have the challenge of maintaining the good in an environment where the law is more important, and its easy to tip over. I'm thinking something like the Jedi Order in the prequel era.
That and mixing one of my favorite Pratchett quotes "where the fallen angel meets the rising ape" ,😎
 

nevin

Hero
you are not wrong.

angels have a bad habit of being everywhere and somewhat generic.

maybe make them more like the Nephilim - mechanical /giant hybrids -that have aspects of both?
I like the idea of the Angels being the creatures that spontaneously arose or were created when the universe and therefor the LG and NG planes they originate from ( I may be mixing pathfinder and DND here) or by the Actual Creator of the Universe (assuming the game has one). who are simply a unified force that protects the plane and maybe even the souls of the appropriate alignments that don't get brought in by specific deities. If you read the Solar and Planetar various iterations you can also go with the idea that Angels may server whomever they feel is thier best choice to further thier version of good. Unless you are playing a very High Level game it really doesn't matter and doesn't have to be explained.

In my Current Game the high level adventurers are begining to learn that seperate from all the gods, there is a Heavenly Host that has the self imposed job of protectin the Universe. It, the Infernal Hosts of Hell and the Modrons have a loose alliance to band together if any thing threatens the universe. Of course the thing is it is very very difficult to get all 3 groups to agree to make major changes or go to war unless the threat is very very big or fundamental. And even the heavenly host like hell is split into different factions with different ideas of what interference should be. Modruns are in someway easier. If the high modron says jump they jump but he doesn't make decisions rashly or quickly. Heaven and Hell have to build consensus to get a majority to start the process of taking action. So the reality is you might run into individuals doing things but it would take a very large event or problem to get an army of angels to actually show up and interfere with a deity or pantheon. It's just an idea that has slowly formed in my head over the years.
 

nevin

Hero
There are specific products focusing on the Upper Planes.
and they all suck and had no where near the detail or plot hooks that the sigil and lower planar stuff had. In fact I don't thing even one of all the novels they wrote seriously showcased any non evil location other than sigil.
 

Micah Sweet

Level Up & OSR Enthusiast
and they all suck and had no where near the detail or plot hooks that the sigil and lower planar stuff had. In fact I don't thing even one of all the novels they wrote seriously showcased any non evil location other than sigil.
So all the Upper Planes material in the Planes of Law/Chaos/Conflict and the Monster Compendiums and other products "suck"? If you believe that I don't see how there can be any more discussion.
 


nevin

Hero
almost everyone I've ever talked to about planescape since came out, played in sigil then went to hell and that was about it. I've never talked to anyone who used any of the other stuff. I think that says more than I can about them.
 

okay then

Another inspiration.

Arcadia: A Land of Perfect Order​

Arcadia, where "order over good" reigns supreme, is a plane that embodies the struggle of maintaining the greater good under the shadow of rigid, inflexible law. While its systems and rules are created with benevolence, the emphasis on obedience can stifle freedom, creativity, and even compassion. This unique theme makes Arcadia a fertile ground for adventure, conflict, and exploration of moral dilemmas.

The Struggle for Balance:​

Laws in Arcadia are designed to uphold the greater good, but cracks can appear in the moral fabric when the law itself becomes the focus.

The balance between the Nephilim’s lofty ideals and the reality of maintaining harmony serves as a recurring motif.

The Nephilim: Fallen Angels, Rising Apes:​

The Nephilim are towering figures, a race of bio-mechanical beings whose bodies blend celestial flesh with mechanical grafts. Continuously refining themselves with Modron parts, they believe this transformation brings them closer to perfection. These hybrids embody the tension between divine perfection and mortal imperfection, representing a unique amalgamation of flesh, metal, and celestial might.

Inspired by Pratchett’s quote about the "fallen angel and rising ape," they are a species constantly striving for enlightenment but hindered by their own rigid structure and laws.

Their use of Modron parts reflects their practical philosophy: improving themselves with mechanical precision while adhering to their sacred codes.

Eternal Striving: The Nephilim are inspired and haunted by their dual nature—part mortal, part divine. They fear falling into chaos but also dream of transcending their limitations.

Types of Nephilim​

The Nephilim in Arcadia are bio-mechanical giants, a fusion of celestial purpose and mechanical precision. Their forms and roles reflect Arcadia’s philosophy of “order over good,” with their very existence emphasizing the harmony of structure and the subjugation of individual desires to societal needs. Below is a breakdown of the major types of Nephilim and their roles within Arcadian society.

1. Archons of Accord​

Role: Leaders, Judges, and Philosophers
Appearance: Towering figures with golden metallic exoskeletons, intricate designs resembling clockwork, and glowing eyes symbolizing insight. Their voices resonate like chimes.
Function in Society:

  • Governance: Archons preside over significant decisions and interpret Arcadia’s laws, ensuring harmony between its inhabitants and the divine essence of the plane.
  • Judgment: They oversee the Court of Unwavering Justice, ruling on disputes and handing down absolute judgments.
  • Philosophy: As keepers of Arcadia’s moral framework, they debate the balance of law and sound, though they always err on the side of law.

2. Scribes of Order​

Role: Record Keepers and Bureaucrats
Appearance: Slender, humanoid figures with elongated limbs and quill-like fingers. Glyphs and runes constantly shift across their metallic skin.
Function in Society:

  • Documentation: They maintain the Eternal Codex, recording every law, precedent, and event in Arcadia’s history.
  • Legal Interpreters: Scribes provide counsel on complex legal matters, often acting as intermediaries between mortals and the Archons.
  • Creation of Edicts: They transcribe divine inspirations from the Loom of Harmony into new laws, ensuring the fabric of Arcadia remains intact.

3. Harmonic Wardens​

Role: Guardians and Enforcers
Appearance: Heavily armored, with a mix of organic muscle and sleek plating. Their weapons are integrated into their forms, often taking the shape of glowing blades or shields.
Function in Society:

  • Protectors: They guard critical sites like the Orrery, Loom of Harmony, and Aegis Spire.
  • Law Enforcement: Wardens enforce Arcadia’s strict laws with unwavering discipline, sometimes against their own moral inclinations.
  • Military Force: In times of conflict, the Wardens form Arcadia’s standing army, defending the plane from external threats and internal dissent.

4. Mechanists​

Role: Engineers and Innovators
Appearance: Compact, multi-limbed Nephilim with visible Modron grafts and rotating parts. They often emit faint hums or ticking noises.
Function in Society:

  • Creators: Mechanists maintain and improve the bio-mechanical aspects of Arcadia, crafting enhancements for their fellow Nephilim.
  • Innovators: They work in the Mechanist’s Crucible, integrating Modron technology into Arcadian infrastructure.
  • Repairers: Mechanists are responsible for fixing damage to Arcadia’s structures and inhabitants, though their work is sometimes criticized for sacrificing individuality for efficiency.

5. Vigilant Choir​

Role: Spies, Investigators, and Operatives
Appearance: Sleek and agile, with shadowed metallic plating and faintly glowing optics. Their forms are designed for stealth and precision.
Function in Society:

  • Surveillance: They monitor the harmony of Arcadia, rooting out subversive elements before they can disrupt the order.
  • Intervention: The Choir investigates anomalies, including moral dilemmas or rogue Nephilim.
  • Espionage: Occasionally, they are sent to other planes to gather intelligence or subtly enforce Arcadia’s influence.

6. Weavers of Accord​

Role: Mystics and Visionaries
Appearance: Graceful and ethereal, with shimmering, translucent bodies infused with woven threads of light. Their arms often appear to unravel and reweave as they move.
Function in Society:

  • Maintainers of the Loom: They operate the Loom of Harmony, spinning threads that dictate Arcadia’s reality and destiny.
  • Interpreters of Fate: Weavers read the threads for signs of imbalance and guide the Archons accordingly.
  • Spiritual Leaders mediate between Arcadia’s divine essence and its inhabitants, ensuring that even the most minor actions align with the plane’s purpose.

7. Builders of the Bastions​

Role: Laborers and Architects
Appearance: Massive, hulking forms with arms resembling construction tools. Their surfaces are rugged and utilitarian, often bearing marks of wear and repair.
Function in Society:

  • Constructors: They build and maintain Arcadia’s structures, from floating islands to fortresses like the Aegis Spire.
  • Terraformers: Builders sculpt Arcadia’s landscapes to maintain geometric perfection and harmony.
  • Defensive Architects: They design and fortify the plane’s defenses against chaos and extraplanar threats.

8. Apostates (The Fallen Nephilim)​

Role: Outcasts and Rebels
Appearance: Twisted, broken forms that blend celestial beauty with chaotic corruption. They bear scars from their departure from Arcadia’s harmony.
Function in Society:

  • Dissenters: Apostates reject the strict laws of Arcadia, believing that order should serve good rather than dominate it.
  • Exiles: Most Apostates dwell in the Fractured Bastion or roam the planes, often becoming sympathetic to mortal causes.
  • Catalysts for Change: Their existence challenges the rigidity of Arcadia’s order, sparking debates and moral dilemmas.

Social Structure​

Arcadian society is strictly hierarchical, with roles determined by divine mandate and enforced by the Nephilim’s unwavering adherence to law. The Archons govern, the Scribes and Weavers maintain the plane’s harmony, and the Wardens and Mechanists enforce and uphold it. Builders ensure its physical perfection, while the Vigilant Choir and Apostates represent the tension between law and freedom. Together, they form a society where the law is absolute, and every role serves the greater purpose of maintaining order—even at the expense of individual good.

Ape Law and Codes of Conduct:​

Drawing from Planet of the Apes, the Nephilim follow an ancient, immutable code. The Code might contain commandments like:

“Thou shalt not upset the harmony of the collective.”

“Order is the path to salvation; chaos the harbinger of ruin.”

“Innovation serves the law, not the self.”

These laws are often interpreted literally, even when they no longer serve their original intent.

Lawful Hierarchy:​

  • Nephilim society operates like a celestial bureaucracy, with intricate rituals and roles for every individual.

The Good That Still Matters:​

  • While the law is paramount, the ideal of fostering good persists. However, interpreting what is "good" under the law's framework creates dilemmas, especially when mercy or flexibility conflicts with established rules.


Key Locations in Arcadia​

Arcadia is a plane of structured beauty, vast floating islands, and meticulously cultivated landscapes, all maintained to serve the ideal of harmonious order. However, through the “order over good” filter, even its most awe-inspiring locales hide undercurrents of rigidity, control, and suppressed conflict.

1. The Celestial Orrery​

Overview: A massive, rotating mechanism that maps the multiverse’s movements with divine precision. It is said to regulate the harmony of Arcadia itself, ensuring that the plane remains in perfect balance.

Details:

  • The Orrery is maintained by Nephilim Artisans, who graft themselves with intricate Modron parts to interpret its calculations.
  • The Orrery occasionally predicts "discordant events," prompting swift action by Arcadian enforcers. However, interpreting these predictions often prioritizes law over mercy.
Adventure Hooks:

  • A critical prediction shows a rift in Arcadia’s order, but following Orrery's prescribed solution would lead to widespread suffering.
  • The Orrery has begun to act erratically after a rogue faction of Nephilim tampered with it, believing they could improve its accuracy.

2. The Codex Citadel​

Overview: A towering library-temple that holds the Eternal Codex, an evolving record of all laws, decrees, and judgments across Arcadia.

Details:

  • The Codex is inscribed on infinite pages by the Scribes of Order, a monastic sect of Nephilim who transcribe new laws dictated by the plane’s essence.
  • Disputes are settled here by interpreting the Codex, but rulings often favor strict adherence over nuanced justice.
Adventure Hooks:

  • A mortal faction petitions the Codex Citadel to overturn an outdated law that forbids cross-planar trade, but doing so could disrupt Arcadia’s harmony.
  • An ancient section of the Codex, thought lost, resurfaces. Its contents could fundamentally alter the laws of Arcadia—or reveal the Nephilim’s hidden origin.

3. The Mechanist’s Crucible​

Overview: A forge-city where Nephilim integrate Modron technology into their bodies and create bio-mechanical enhancements.

Details:

  • The Crucible is overseen by Master Mechanists, who enforce strict quotas and protocols to ensure every upgrade serves Arcadia’s harmony.
  • The enhancement process is physically taxing and sometimes fatal, but the Nephilim regard it as a sacred duty.
Adventure Hooks:

  • A faction of mortals or rogue Nephilim discovers that the Modron enhancements are subtly altering the Nephilim’s minds, prioritizing logic over compassion.
  • A malfunctioning Modron graft infects the Crucible with chaotic energy, threatening to unravel its delicate order.

4. The Unyielding Fields​

Overview: A vast, geometric expanse of golden crops and orchards maintained by Nephilim using precise mathematical methods. It is a symbol of Arcadia’s self-sufficiency and prosperity.

Details:

  • The Fields are protected by Harmonic Wardens, who prevent anyone from disrupting the meticulous agricultural schedule.
  • The crops grown here are infused with celestial energy, but only those deemed worthy by Arcadia’s laws may partake.
Adventure Hooks:

  • A blight infects the Fields, and the Wardens refuse to allow experimental remedies, prioritizing tradition over innovation.
  • Mortals caught stealing food from the Fields face a harsh trial, sparking debate over whether survival justifies breaking the law.

5. The Aegis Spire​

Overview: A fortress built to defend Arcadia from extraplanar threats. It serves as the home of the Vigilant Choir, an elite order of Nephilim enforcers.

Details:

  • The Spire houses powerful celestial weapons and artifacts designed to enforce order and repel chaos.
  • The Vigilant Choir operates with strict discipline, but its unwavering adherence to the law often results in collateral damage.
Adventure Hooks:

  • A mortal refugee seeks asylum at the Spire, claiming they were unjustly accused of spreading chaos. The Vigilant Choir is divided on whether to offer protection or hand them over for judgment.
  • An ancient weapon stored in the Spire activates unexpectedly, targeting anyone deemed “disharmonious” by its outdated criteria.

6. The Loom of Harmony​

Overview: A massive weaving apparatus suspended between floating islands is said to spin the threads of Arcadia’s reality.

Details:

  • The Loom is operated by the Weavers of Accord, a mystical sect of Nephilim who claim to interpret the will of the plane itself.
  • The threads occasionally fray or snap, signaling impending disruption in Arcadia’s harmony.
Adventure Hooks:

  • A Weaver disappears, leaving behind a tangle of threads depicting a future rebellion.
  • A mortal wizard manipulates the Loom to alter their fate, risking Arcadia's stability.

7. The Court of Unwavering Justice​

Overview: A grand amphitheater where disputes are settled and judgments are pronounced. Its rulings are final and absolute.

Details:

  • Arbiters Prime, Nephilim judges who combine mechanical logic with celestial insight, presided over the Court.
  • Defendants are often forced to navigate contradictory laws, as the Court values adherence to precedent over fairness.
Adventure Hooks:

  • A mortal advocate argues a case that exposes a loophole in Arcadia’s laws, threatening the Court’s authority.
  • The Arbiters Prime debate a case in which enforcing the law would violate Arcadia’s moral foundation, and the party is called to weigh in.

8. The Fractured Bastion​

Overview: A former Nephilim stronghold abandoned after an ideological schism. It now serves as a refuge for dissenters and exiles.

Details:

  • The Bastion is a chaotic mix of fallen Nephilim, mortal settlers, and scavenged Modron technology.
  • Despite its disorder, the Bastion’s inhabitants have formed their own code, which some argue is closer to true harmony.
Adventure Hooks:

  • The party is sent to negotiate with the Bastion’s leaders, only to discover they have uncovered a secret about Arcadia’s origins.
  • The Nephilim prepare to launch an assault on the Bastion, and the party must decide whether to defend the exiles or uphold Arcadia’s laws.

9. The Labyrinth of Concordance​

Overview: A sprawling maze of crystalline pathways tests mortals and Nephilim alike. Those who reach its center are said to gain divine insight.

Details:

  • The Labyrinth changes its layout based on the moral dilemmas of its entrants, forcing them to confront their values.
  • Reaching the center requires adherence to Arcadia’s laws and a willingness to question them.
Adventure Hooks:

  • The party must escort a mortal petitioner through the Labyrinth to seek judgment from Arcadia’s divine essence.
  • A Nephilim scholar is trapped in the Labyrinth after attempting to manipulate its trials, and the party must rescue them without breaking the Labyrinth’s rules.
These locations can serve as compelling backdrops for adventures rich with moral complexity and philosophical conflict by emphasizing Arcadia's struggle to maintain good under rigid law.

Adventure Hooks in Arcadia​

1. A Lawful Rebellion​

Hook: A faction of Nephilim, calling themselves the Rising Choir, believes that Arcadia’s laws have become too inflexible and are causing harm. They advocate for reinterpreting or amending the Code.

Potential Adventure:

  • The party is drawn into this ideological conflict as mediators or enforcers of the traditionalists.
  • The conflict escalates when it’s revealed that a key figure in the Rising Choir has grafted an ancient Modron processor onto themselves, granting them insight into laws older than Arcadia.

2. The Trial of Mercy​

Hook: A mortal has been brought to Arcadia for judgment after breaking a sacred law. They acted out of compassion, saving a village by defying the Nephilim’s will.

Potential Adventure:

  • The party is tasked with investigating the circumstances, determining the mortal’s guilt, and deciding whether to argue for or against strict punishment.
  • The trial becomes more complex when the mortal’s actions are revealed to have prevented a larger catastrophe, but they still break the law.

3. The Modron Plague​

Hook: A malfunctioning Modron hive spills into Arcadia, spreading chaotic energy and corrupting the Nephilim who use Modron parts.

Potential Adventure:

  • The party must find the source of the malfunction and prevent the corruption from spreading while navigating Nephilim’s growing paranoia about foreign interference.
  • The Modron hive might be sentient and unwilling to return to Mechanus, creating a moral dilemma.

4. The Golden Ratio​

Hook: The Nephilim uncover a mathematical formula they believe is the ultimate key to perfect harmony. However, implementing it causes widespread disruption.

Potential Adventure:

  • The party investigates why the formula is causing harm and discovers that it was created for a vastly different cosmological system.
  • To stop the chaos, the party must convince the Nephilim to abandon the formula, which would require defying their reverence for divine precision.

5. The Fallen and the Forgiven​

Hook: A Nephilim has broken the Code, voluntarily abandoned their mechanical enhancements, and embraced mortal imperfection.

Potential Adventure:

  • The party is sent to apprehend the Nephilim and bring them to justice. Along the way, they learn about the personal struggles that led to their fall and must decide whether to defend or condemn them.
  • The adventure takes a darker turn when the Nephilim’s rejection of order begins to disrupt Arcadia itself.

6. The Choir of Silence​

Hook: A strange, otherworldly music emanates from Arcadia’s floating islands, causing Nephilim to act erratically.

Potential Adventure:

  • The music is revealed as the remnants of a celestial being trapped between Arcadia and Mechanus, begging for release.
  • The party must decide whether to free the being, risking the wrath of both the Nephilim and the Modrons.

7. The Clockwork Crusade​

Hook: The Nephilim launched a crusade against a neighboring plane (e.g., the Outlands or Bytopia), claiming it violated Arcadian law.

Potential Adventure:

  • The party is tasked with investigating the supposed violation, uncovering whether the Nephilim’s actions are justifiable or if they are acting out of overzealousness.
  • The crusade’s goal might reveal a hidden truth about the Nephilim’s origins, which might be tied to Mechanus or a forgotten celestial rebellion.

8. The Archivist’s Revelation​

Hook: An ancient Nephilim archivist uncovers a forgotten section of the Code that could destabilize Arcadian society.

Potential Adventure:

  • The party must protect the archivists and their discovery from those who would suppress it while determining the implications of the lost laws.
  • The truth could be tied to the Nephilim’s creation, revealing that they were once mortals who ascended at a terrible cost.
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edit: what resistances should Nephilim have?
 
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A group of Lawful Good Celestials have (correctly) determined that the PCs coming into contact with a source of corruption that will cause unfathomable levels of destruction if it's allowed to spread.

For the greater good they intend to kill the PCs (as painlessly as possible) and destroy their bodies to ensure the corruption has no chance of spreading, promising the PCs that they will ensure history remembers their sacrifice.

The PCs don't want to die so they have to go on the run in the Upper Planes while searching for a way to purge the corruption. Since even Lawful Good Celestials don't agree on everything the PCs can find individuals willing to help them, but sometimes they'll have to fight their way through encounters.

If the PCs manage to purge the corruption the Celestials after them immediately stop and apologize because the threat they were acting on is gone now. There may still be repercussions based on what the PCs did while on the run and one or more Celestials might fall as a result of their own actions, but overall the Upper Planes are still a place of Goodness.
 

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