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[[File:mechanus.jpg|right|caption]]
*It is the plane of ultimate law.
*It is where premeditated plans are born.
*It is the gear works for the multiverse.


[[File:mechanus.jpg|right|caption]]As predictable as the drip of a water clock and as subtle as a fleeting breeze, Mechanus is a place of law and logic, of cold passions and premeditated plans. Though it's true that the Clockwork Universe is logical and ordered, it's just as true that the order of certain people and places on the plane remains dark to any berk who's not a native. Some things are just too complex for a mortal to understand.
Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. It is as predictable as the drip of a water clock and as obvious as a tree in a field. On Mechanus all law is reflected in a single infinite realm of clockwork gears, all interlocked, all turning according to their own measure. The cogs seem to be engaged in a calculation so vast that no deity knows its purpose, except that it is somehow a function of law. At first glance Mechanus seems as straightforward as anything on the Outer Planes. However, subtleties lurk just below the surface. Every kind of law can be found in the Clockwork Nirvana of Mechanus, from simple maxims to devilishly twisted rules of decorum. But for the most part, Mechanus contains no passion, illusion, or pain. When all consciousness is completely subsumed into the whole, perfection follows.


Still, that doesn't keep some sods from trying. [[Xaositects]], Guvners, and the [[:Category:Powers|powers and proxies]] from every point in the planes come here to study the gears that compose the plane and figure out what they're for. Some lawful types say that understanding the gears yields an understanding of the multiverse, while the chaotics generally seek ways to disrupt the cogs and bring disorder and anarchy to the supreme plane of law.
=Traits=
*Objective Directional Gravity: The strength of gravity is the same as on the Material Plane but the direction is oriented to the face of each rotating cog. Walking between cogs can be dizzying for newcomers—and dangerous if a traveler falls between the cogs.
*Normal Time.
*Infinite Size: Each cog is finite, though even the smaller ones are as big as a typical island. The void the gears hang in is infinite.
*Divinely Morphic: Lesser deities can alter Mechanus with a thought; ordinary creatures require spells and physical effort to do so.
*No Elemental or Energy Traits.
*Strongly Law-Aligned: Nonlawful characters on Mechanus suffer a –2 penalty on all Charisma-, Wisdom-, and Intelligence-based checks.
*Normal Magic.


=Connections=
Free-standing portals from elsewhere usually connect at the center of any given cog. Some portals lead to other Outer Planes, Inner Planes, or even the Astral Plane or Ethereal Plane. Some portals even lead to other cog faces. Portals on Mechanus appear as light green coglike circles, slowly turning. A green portal appears regularly once per revolution of the cog it resides upon, though some portals appear according to the interaction of several cogs (and which ones are not always readily apparent). Once it appears, a given portal usually remains open for at least 1 hour and possibly as long as 24 hours.


There's several ways into Mechanus, but the best known's through the [[gate-towns|gate-town]] of [[Automata]]. To get in during the day, a body's got to get through the clerks and tabulators and accountants. There's forms to fill out, high-ups to petition, and guards to pass (with authorization only!) just to reach the gate. Then there's the interminable wait while the gate's gears turn ever so slowly, mirroring the location where the gate'll appear on the plane. That's part of the reason a body has to go through the tabulators: to make sure the cutter winds up exactly where she wants to be (or where the bureaucracy decides she'd best be put). The guards are there to make sure a body goes through at the right time.
=Inhabitants=
The inhabitants of Mechanus make their homes on the cogs that turn in the void. The gear faces are normally devoid of vegetation and native wildlife, although colonists from other planes, including the Material Plane, the Nine Hells, and Celestia, transform many faces into elaborate hedge mazes, parks, or nature reserves. The most prevalent creatures on Mechanus are not truly living creatures at all—they're constructs. As a group they are called inevitables, and they exist to enforce the natural laws of the universe. The three widely recognized types of inevitables are kolyaruts (fugitive-hunters), maruts (foes of those who cheat death), and zelekhuts (enforcers of contracts). Each type of inevitable relentlessly finds and punishes those who have committed such transgressions. Expansionist formians have hives throughout Mechanus. These antlike centaurs seek to colonize all they see and incorporate all living things into their hives as workers, serving the law of their queens. Other clockwork creatures, apart from inevitables, also call Mechanus home, though they have as little as possible to do with other races.


Of course, there's other ways into Mechanus, as many as there are gates and portals into other planes. After all, an infinite plane's a big place, and it'd be a folly to assume there's only one way to get into it. The gate from Automata extends to many places on Mechanus, but not, by any means, most of them. There's secret points of access to counterbalance the known ways, and all of them fit into a neat little pattern.
=Petitioners=
The petitioners of Mechanus often adopt a stylized version of their mortal bodies. Despite the outward differences, all petitioners on Mechanus are alike in their frightening honesty and submersion of individuality. They are notoriously literal, and some take no instruction at all for fear of misinterpreting the speaker. Mechanus petitioners have the following special petitioner qualities:
*Additional Immunities: Fire, cold.
*Resistances: None.
*Other Special Qualities: None.


=Movement and Combat=
Movement in the Clockwork Nirvana of Mechanus is much like movement on the Material Plane. Walking between turning cogs seems daunting to the uninitiated, requiring a Balance check (DC 10). This is a relatively easy check, but failure by 5 or more means a fall between the cogs, which deals 20d6 points of damage each round. It takes a climb check (DC 20) to emerge from the teeth of the cogs. Travelers can move between the cogs by flying or teleporting through the void, of course.


Mechanus is, as the name suggests, a huge collection of paraphernalia, a plane of gears, cogs, and pulleys linked together inextricably. There's only the gears, turning and clicking eternally around each other, stretching off into the inky blackness for as far as the eye can see - and much, much farther, too.
=Features=
Mechanus is a single infinite plane without defined layers. The void is filled with gargantuan interlocking wheels, like the internal cogs of an ornately carved clock. Some connect at right angles, and others connect along a single plane. The wheels, also called cogs, are composed of stone, earth, and metal ores, as if a deity carved them from the mantle of the Material Plane. Many of the cogs are more than a thousand miles across, and they turn so slowly that their rotation is imperceptible. Yet turn they do, as witnessed by much smaller island-sized cogs that interlock with the much larger wheels. These smaller cogs seem to turn at an almost dizzying pace, although inhabitants feel no centripetal force once on the surface of a small cog. The objective directional gravity means that inhabitants won't be spun off the edge of a cog unless they're standing within 10 feet of the rim. Vision is normal on Mechanus. The plane is lit by a white, all-encompassing light springing from the very void for 12 hours, and is dark for 12 hours. Hearing is also normal, though the bass rumbling of cog turning on cog is sometimes audible near the edge of a face.  


Some'd say that these gears are just for show, that nothing truly lawful could ever change. Well, these berks've got to understand that law don't meant static - it means order and orderly movement. The change that happens here is planned and governed by some logic, even if none of those sods outside can understand it.
===Formian Hive Cogs===
 
The formians build fabulous hive-cities on both faces of a cog they colonize. Each colonized hive-cog holds thousands of workers, warriors, and taskmasters, as well as several dozen or more myrmarchs. However, each cog has only one queen, whose commands are absolute law on the hive cog. Other queens rule other cogs. Usually two queens cooperate with each other, unless each wishes to colonize the same cog, in which case the law of the formians demands warfare. If a queen chooses to colonize a cog by sending a contingent guarding a precious queen larva, she is not swayed if other creatures already reside there. After all, what are warriors for, if not to make a cog ready for formian colonization? Luckily, the birth of a fledgling queen from the many eggs laid happens only once every one hundred to one thousand years. Otherwise the formians would hold much more of Mechanus than they already do. The Center: Travelers who move through the void of Mechanus in the direction from which the formians originate find that the formian-colonized cogs become more and more frequent until noncolonized cogs are nonexistent—millions of cogs, or perhaps more, all crawling with formians. At the heart of the formian realm, surrounded in all directions by colonized cogs, lies the centermost cog where the Scion Queen Mother resides. Formian myrmarchs believe that the Scion Queen Mother's cog, which has a diameter of at least three thousand miles, is the center cog for all Mechanus and imparts movement to all the other cogs of the plane. Whether true or simply a belief, the grandeur of the two-sided hive-city that covers the surface area of the cog is godly in its splendor. The Scion Queen Mother herself claims the power of an intermediate deity, though this claim is difficult to scrutinize. Thirty-three gargantuan formian queens of maximum advancement attend the Scion Queen Mother at all times, and even her escorts are still dwarfed by the Scion Queen Mother's bulk.
 
It's said that there's spirits of the gears who watch over them and make sure everything turns properly. Most people haven't seen these spirits, but they're there, and they serve under [[modrons]]. Like dryads and trees, the gear spirits protect their gears from the depredations of fools and the constant erosion of entropy. Though they ain't the gear scrubbers the modrons are, gear spirits play an important part in maintaining the plane. Likewise, there's the moignos - strange little two-dimensional creatures running about the plane. Adventurers are likely to see them, but unless they offer up a mathematical conundrum, it's unlikely the moignos'll take any notice.
 
 
Now, a body'd think that a place full of machinery beyond mortal ken would be no place for berks to set up residence. With all the turning gears and inexplicable machinery, it just wouldn't be safe. Besides, how's a body to breather air that wouldn't need to exist? No, they reason, Mechanus just isn't a livable place.
 
That just ain't true. There's air that anyone can breathe (but don't ask how; even water-breathing creatures can survive in the air of Mechanus). There's life on the great cogs - life, powers, and beings the likes of can't be imagined by clueless addle-coves. Mechanus's full of life, and just about all of it's devoted to furthering the cause of law and order.
 
The gears allow habitation on both sides. All a body has to do is walk to the edge of one cog and step over the side, and she'll reorient herself to the gravity of the gear on the other side. It's as simple as that. Gravity is basically oriented to the plane of the gear. It changes from gear to gear, since some are "vertical," at least in relation to the others. Still, no one's ever fallen off one gear and onto another. The trip has to be made by flying or walking.

Latest revision as of 21:57, 5 May 2023

Outer Plane
Layers: Mechanus
Primary Faction: Fraternity of Order
Sect: Mathematicians
caption
caption
  • It is the plane of ultimate law.
  • It is where premeditated plans are born.
  • It is the gear works for the multiverse.

Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. It is as predictable as the drip of a water clock and as obvious as a tree in a field. On Mechanus all law is reflected in a single infinite realm of clockwork gears, all interlocked, all turning according to their own measure. The cogs seem to be engaged in a calculation so vast that no deity knows its purpose, except that it is somehow a function of law. At first glance Mechanus seems as straightforward as anything on the Outer Planes. However, subtleties lurk just below the surface. Every kind of law can be found in the Clockwork Nirvana of Mechanus, from simple maxims to devilishly twisted rules of decorum. But for the most part, Mechanus contains no passion, illusion, or pain. When all consciousness is completely subsumed into the whole, perfection follows.

Traits

  • Objective Directional Gravity: The strength of gravity is the same as on the Material Plane but the direction is oriented to the face of each rotating cog. Walking between cogs can be dizzying for newcomers—and dangerous if a traveler falls between the cogs.
  • Normal Time.
  • Infinite Size: Each cog is finite, though even the smaller ones are as big as a typical island. The void the gears hang in is infinite.
  • Divinely Morphic: Lesser deities can alter Mechanus with a thought; ordinary creatures require spells and physical effort to do so.
  • No Elemental or Energy Traits.
  • Strongly Law-Aligned: Nonlawful characters on Mechanus suffer a –2 penalty on all Charisma-, Wisdom-, and Intelligence-based checks.
  • Normal Magic.

Connections

Free-standing portals from elsewhere usually connect at the center of any given cog. Some portals lead to other Outer Planes, Inner Planes, or even the Astral Plane or Ethereal Plane. Some portals even lead to other cog faces. Portals on Mechanus appear as light green coglike circles, slowly turning. A green portal appears regularly once per revolution of the cog it resides upon, though some portals appear according to the interaction of several cogs (and which ones are not always readily apparent). Once it appears, a given portal usually remains open for at least 1 hour and possibly as long as 24 hours.

Inhabitants

The inhabitants of Mechanus make their homes on the cogs that turn in the void. The gear faces are normally devoid of vegetation and native wildlife, although colonists from other planes, including the Material Plane, the Nine Hells, and Celestia, transform many faces into elaborate hedge mazes, parks, or nature reserves. The most prevalent creatures on Mechanus are not truly living creatures at all—they're constructs. As a group they are called inevitables, and they exist to enforce the natural laws of the universe. The three widely recognized types of inevitables are kolyaruts (fugitive-hunters), maruts (foes of those who cheat death), and zelekhuts (enforcers of contracts). Each type of inevitable relentlessly finds and punishes those who have committed such transgressions. Expansionist formians have hives throughout Mechanus. These antlike centaurs seek to colonize all they see and incorporate all living things into their hives as workers, serving the law of their queens. Other clockwork creatures, apart from inevitables, also call Mechanus home, though they have as little as possible to do with other races.

Petitioners

The petitioners of Mechanus often adopt a stylized version of their mortal bodies. Despite the outward differences, all petitioners on Mechanus are alike in their frightening honesty and submersion of individuality. They are notoriously literal, and some take no instruction at all for fear of misinterpreting the speaker. Mechanus petitioners have the following special petitioner qualities:

  • Additional Immunities: Fire, cold.
  • Resistances: None.
  • Other Special Qualities: None.

Movement and Combat

Movement in the Clockwork Nirvana of Mechanus is much like movement on the Material Plane. Walking between turning cogs seems daunting to the uninitiated, requiring a Balance check (DC 10). This is a relatively easy check, but failure by 5 or more means a fall between the cogs, which deals 20d6 points of damage each round. It takes a climb check (DC 20) to emerge from the teeth of the cogs. Travelers can move between the cogs by flying or teleporting through the void, of course.

Features

Mechanus is a single infinite plane without defined layers. The void is filled with gargantuan interlocking wheels, like the internal cogs of an ornately carved clock. Some connect at right angles, and others connect along a single plane. The wheels, also called cogs, are composed of stone, earth, and metal ores, as if a deity carved them from the mantle of the Material Plane. Many of the cogs are more than a thousand miles across, and they turn so slowly that their rotation is imperceptible. Yet turn they do, as witnessed by much smaller island-sized cogs that interlock with the much larger wheels. These smaller cogs seem to turn at an almost dizzying pace, although inhabitants feel no centripetal force once on the surface of a small cog. The objective directional gravity means that inhabitants won't be spun off the edge of a cog unless they're standing within 10 feet of the rim. Vision is normal on Mechanus. The plane is lit by a white, all-encompassing light springing from the very void for 12 hours, and is dark for 12 hours. Hearing is also normal, though the bass rumbling of cog turning on cog is sometimes audible near the edge of a face.

Formian Hive Cogs

The formians build fabulous hive-cities on both faces of a cog they colonize. Each colonized hive-cog holds thousands of workers, warriors, and taskmasters, as well as several dozen or more myrmarchs. However, each cog has only one queen, whose commands are absolute law on the hive cog. Other queens rule other cogs. Usually two queens cooperate with each other, unless each wishes to colonize the same cog, in which case the law of the formians demands warfare. If a queen chooses to colonize a cog by sending a contingent guarding a precious queen larva, she is not swayed if other creatures already reside there. After all, what are warriors for, if not to make a cog ready for formian colonization? Luckily, the birth of a fledgling queen from the many eggs laid happens only once every one hundred to one thousand years. Otherwise the formians would hold much more of Mechanus than they already do. The Center: Travelers who move through the void of Mechanus in the direction from which the formians originate find that the formian-colonized cogs become more and more frequent until noncolonized cogs are nonexistent—millions of cogs, or perhaps more, all crawling with formians. At the heart of the formian realm, surrounded in all directions by colonized cogs, lies the centermost cog where the Scion Queen Mother resides. Formian myrmarchs believe that the Scion Queen Mother's cog, which has a diameter of at least three thousand miles, is the center cog for all Mechanus and imparts movement to all the other cogs of the plane. Whether true or simply a belief, the grandeur of the two-sided hive-city that covers the surface area of the cog is godly in its splendor. The Scion Queen Mother herself claims the power of an intermediate deity, though this claim is difficult to scrutinize. Thirty-three gargantuan formian queens of maximum advancement attend the Scion Queen Mother at all times, and even her escorts are still dwarfed by the Scion Queen Mother's bulk.