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<blockquote data-quote="I'm A Banana" data-source="post: 1667433" data-attributes="member: 2067"><p>I dunno, man, the DiTerlizzi illo of the great sphere with tentacles and eyes standing over a hoarde of rather depressed-looking spheres cemented my image of the Modrons as creatures who knew your place in the world, and made you go into it, even if you'd rather not.</p><p> </p><p>As for the rest of this, I dunno, it works just fine with my own homebrew PS setting, set 1,000 years after the Faction War.</p><p> </p><p>* The Formians have split in two, and are challenging each other for dominance -- the ones on Arcadia have a distinct hatred for the ones on Mechanus.</p><p> </p><p>* The Modrons have withdrawn from the world after <em>The Great Modron March</em>, fearful of their ability to be tainted that deeply. In response, they have begun constructing Inevitables and sending them out to the planes. </p><p> </p><p>* The Harmonium are no longer the thought police. The Doomguard is experiencing a re-surgence after being completely written off as dead.</p><p> </p><p>* New Factions have come to Sigil: The Escathon (who believe everything is a cycle), the Order of the Illusion (who believe sensory experience to be false), and the Expansionsits (who believe everything must grow) have been added to the roster, and the old 15 have changed (Children of Mercy/Sodkillers reside in the city, and the Mind's Eye has recieved an influx from many factions).</p><p> </p><p>* New planewalkers are appearing. Mephits, Half-Slaadi, Outcast Demons...now all run through the streets of Sigil seeking their fortune...</p><p> </p><p>It seeks to capture the essential feel of Planescape, unburdened by the "recent history." It's fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1667433, member: 2067"] I dunno, man, the DiTerlizzi illo of the great sphere with tentacles and eyes standing over a hoarde of rather depressed-looking spheres cemented my image of the Modrons as creatures who knew your place in the world, and made you go into it, even if you'd rather not. As for the rest of this, I dunno, it works just fine with my own homebrew PS setting, set 1,000 years after the Faction War. * The Formians have split in two, and are challenging each other for dominance -- the ones on Arcadia have a distinct hatred for the ones on Mechanus. * The Modrons have withdrawn from the world after [i]The Great Modron March[/i], fearful of their ability to be tainted that deeply. In response, they have begun constructing Inevitables and sending them out to the planes. * The Harmonium are no longer the thought police. The Doomguard is experiencing a re-surgence after being completely written off as dead. * New Factions have come to Sigil: The Escathon (who believe everything is a cycle), the Order of the Illusion (who believe sensory experience to be false), and the Expansionsits (who believe everything must grow) have been added to the roster, and the old 15 have changed (Children of Mercy/Sodkillers reside in the city, and the Mind's Eye has recieved an influx from many factions). * New planewalkers are appearing. Mephits, Half-Slaadi, Outcast Demons...now all run through the streets of Sigil seeking their fortune... It seeks to capture the essential feel of Planescape, unburdened by the "recent history." It's fun. :) [/QUOTE]
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