Excelsior

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Gate-Town
Population: 25,000
Gate To: Mount Celestia
Primary Faction: Order of the
Planes-Militant

When a prime talks about a city where the streets are paved with gold, he's usually flapping his bone-box over nothing. But when a planar talks about a place like that, chances are he's talking about Excelsior. Here, the town and streets are made of a yellow brick mixed with flecks of enchanted silver and steel - the whole place literally glows. It's a rich, ambient light, but not strong enough that travellers can't find some sleep at a kip. The buildings feel warm all the time, too, so the only fires needed are for cooking.

The town's not walled off - it don't need to be, berk. Anywhere from three to a dozen floating castles (called picket keeps) circle Excelsior like moons. Each keep's the home of a paladin lord and his retinue, and these cutters protect the town. Every few decades, a keep lands at the edge of town and stays.

One of the most important spots around is actually at the base of Mount Celestia - the town of Heart's Faith. Older maps of the Outlands show that it was once part of the Land before moving into the plane. Heart's Faith is ruled by a greater lammasu named Lebes.


The ruler of Excelsior is High Chancellor Miguala abd-al Ragarin, a paladin from Zakhara (found on the world of Toril). She's an elderly human, aided by two viziers: an archon named Blazara Lightmaker and a halfling warrior named Mendel.

The other high-ups in town are the paladin lords of the floating picket keeps. Many eventually land their keeps and join the city, but sometimes a strong paladin and his followers challenge the High Councillor's right to lead. A challenge like that tends to be short and bloody, and all the paladin usually winds up with is a spot in the dead-book.

The Gate

Somewhere in the highest tower in Excelsior is the Gate to Mount Celestia. The tower's full of nothing but staircases that twist and cross endlessly. Most of them eventually come out at an observation deck, where a body can see both Fortitude and Tradegate. One staircase, though, keeps rising. Travellers who climb it high enough'll suddenly find themselves in midair, twenty feet over the oceans at the base of Mount Celestia. The ocean's water got the properties of holy water and the fall doesn't hurt, but passing through the gate sure wakes a berk up.

The Populace

Natives of Excelsior are so pleasant, kindly, and understanding that visitors of nonlawful or nongood alignments quickly develop a facial tick. Fact is' all sods of nongood alignments are asked to leave. They won't be forced out as long as they don't break any laws, but peery natives'll keep a close eye on them at all times.

Apart from a few archons and devas, most residents are human - many of them paladins from prime-material worlds. One popular group in town is a sect of righteous cutters who call themselves the Order of the Planes-Militant. Just about everyone in Excelsior prefers light-colored garbs, especially white.

The Laws





Gate-Towns

Automata . Fortitude . Excelsior . Tradegate . Ecstasy . Faunel . Sylvania . Glorium . Xaos
Bedlam . Plague-Mort . Curst . Hopeless . Torch . Ribcage . Rigus


Excelsior's Laws - Unformatted Legal Language

Obedience:

Archons and Aasimon who act in service of the Heavens must be heard and obeyed, as their word is the will of the mount.

Enforcement:

All named to follow may enforce Excelsior's Law: any knight sworn to a liege Paladin-Lord of Excelsior, any Paladin of a Faith of Mt. Celestia, any ordained Priest of a Faith of Mt. Celestia, any of the Order of the Planes-Militant of Crusader rank or higher. Lawful disputes are to be settled by the High Chancellor Miguala abd-al Ragarin or delegate.

Sin:

Performance of sinful behavior or the persuasion of sin upon a citizen of Excelsior shall be met by warning, fine, removal, or exile. Repeated behavior will result in firm but fair penance.

Those found to possess an evil heart, will be asked to leave Excelsior immediately, and attended by a servant of the guard.

Discordant Acts:

Acts of public chaos shall be met by a request to remove oneself from Excelsior and escort to the city boundaries, and repeated behaviour will be considered a breach of law, punishable by a fine or further penance.

Proselytizing:

Public debate within Excelsior is permitted, but proselytizing of a non-lawful good diety is punishable by fine, removal, or exile on repeat offense. Athar may not spread their false beliefs subverting the divine. Mercykillers are permitted to cite their doctrines so long as the radical notion of removing Celestial grace from justice is not espoused. Further proselytizing is defined as unwanted public declarations deemed harmful by the High Chancellor of Excelsior, such as those advocating evil.

Modesty:

Wearing all black, an attire consisting of mostly dark clothing, or attire deemed lewd by public sentiment, may result in a long smock of simple white cloth being provided to the individual, whereafter should they refuse to don it, they will be escorted to the city boundaries.

Icons, Images, & Speech:

All within Excelsior are forbidden from the open display of a holy symbol, icon, symbol, or other depiction, representing an evil or chaotic faith. Nor may any who pass within Excelsior be found to hold a relic of evil, emanate an evil magic, or utter evil speech. The naming of Fiendish Lords or dark powers will result in a fine, expulsion, or further penance.

None within the city are to wear mortal remains or trophies of mortals.

Contraband:

Any illicit material found to produce a significant taint of evil, including Soul Gems or other fiendish substances, may be confiscated upon discovery. Whereby they shall be destroyed.

Armistice & Violence:

All weapons and shields are to remain peacebonded at all times within the city boundary, except when wielded by a Knight, Paladin, or War-Priest in service of the gate-town, or belonging to an official Sect or Order.

Any harm befalling a citizen of Excelsior due to deliberate or incidental violence, or due to negligence, will be punishable by the mount's justice in the Court of Excelsior, excepting any duels of honor between those of appropriate station.

Additional Protections for Citizens:

Citizens of Excelsior when outside the boundaries of the gate-town remain protected by Excelsior's law for injustices against them, and upon their return, may initiate a plea to court, which may include a summons and trial of the accused.

Appeal:

Knights, Paladins, and those holding Noble Station or of Noble Birth, including foreign dignitaries or he who provides sufficient proof of foreign nobility, may appeal to an honor-duel, whereby a dispute of law is deemed settled by the honor-duel's completion. Parties to the duel may name a champion on their behalf. The terms of such a duel shall follow those of Excelsior's tournament regulation.