Solasta: Crown of the Magister

Solasta: Crown of the Magister

A Song for the Crossroads
 This topic has been pinned, so it's probably important
Frattaglia  [developer] Dec 8, 2023 @ 10:58am
A primer to the planes
A Song for the Crossroads takes place in an heavily customized setting, derived from the original Planescape (for aD&D 2nd ed.). Here you can find some (mostly spoiler free) pieces of information to help you navigate the complexity of the setting

The planes

Relevant planes (for aSftC)

Prigione (evil / chaos):
it is one of the lower planes - aka, hells - where the souls of the exiled, imprisoned and tormented by hatred and regret spend eternity in pain.
It is composed by an infinite spread of black caves, some of them totally detached from the others (good luck getting out alive, berk, if you are sent there by a one-way portal...), filled to the brim with acridic smoke and the neverending wails of the suffering souls. Oh, and demons. Demons everywhere. Not the ideal place to spend your summer vacations. It is the plane where the demiplane known as Crossroads End was carved from

Valhalla (good / chaos):
it is the upper plane where the souls of the heroes fallen in battle do what they like most: fighting, dying, and coming back for more. Doing that once is not enough, for certain bloods. The nature of the plane is strikingly beautiful, with dramatic peaks, lush jungles and wind-swept steppes. Someone may call it a paradise - for many others, it is just a big, dangerous battlefield

Clockwork (law):
the plane of pure law. It is composed by an infinite sequence of cogs and gears, big enough that entire cities can be built on a single tooth. What is all this machinery used for? Maybe it's what makes the time's arrow march forward. Maybe it's what keeps the multiverse from exploding. Nobody knows. But what every walker knows, is that this plane, with its infinite sheets of plain metal, is totally, utterly, relentlessly boring.

The Plane of Dreams:
this plane does not exist in this setting. Why am I talking about this? I don't know, I may delete this later


Other planes

Wildlands (good / chaos):
it is the upper plane that celebrates the beauty and power of wild nature. A true paradise for those who love to remove themselves from the chaos of civilization

Tartarus (evil):
the plane of pure evil, a bleak, deserted hellscape. How fitting. It is the plane where the demiplane known as the Halls of Akrathys was carved from

The Seven Hells (evil / law):
the home of the devils. Voted "the worst place in the multiverse" for the 574th century in a row, the Seven Hells are just as bad as they sound. Our imagination is too limited to comprehend all the shades of exquisite pain that can be delivered on this plane

Prime Material (neutral):
the plane made of old, boring, predictable physical matter. It is divided into basically-independent spheres, each one as big as an entire universe. One of these contain Solasta, another what we call the "real world"


The Factions

Relevant factions (for aSftC)

Lawkeepers Guild (law):
these berks believe just in one thing: law. Rules are what makes the multiverse go round, so knowing - and defining, and acritically following - them is where the true power lies.
There is never much to talk about with a Lawkeeper. And probably they have some allowed quotas for spoken words, so they tend to keep silent unless it is a matter of life, death, or worse - unruly behaviour

Army of Concord (law):
why is the multiverse *always* at war, in a way or another? It would be so easy to have peace, if everyone were of the same mind.
Everyone should know what's right or wrong. And who decides what's right? The Concordants, obviously. Who is going to knock at your door if you don't follow the laws? Yes, the Concordants again.
With these berks, it is their way or the highway. If just people would stop arguing and let the Army decide for everyone, they could at last put down the weapons, and live in peace

Heartfelt (chaos):
can you summarize your philosophy in just four letters? Heartfelts can: their point of view is YOLO!
These berks believe that the multiverse is out there to be experienced by living beings. And since life is short and fleeting, each moment not spent in making new experiences - of pleasure or pain - is a moment wasted forever. So stop discussing and go out th... *slams the door*

Sunset Company (chaos):
the love children of Friedrich Wilhelm Nietzsche and some random freaks from the '60. The Duskers believe that everything is destined to end, sooner or later... so why the hassle? Why can't just people let it go, and live free? No rules, no impositions, no worries.
In the end, we all (mortals, gods, the entire multiverse...) are the same in front of the great equalizer.

The Council (law):
it is said that it is impossible to be xenophobes in a place where literally every living creature can coexist, but some people manage. The Councilmen believe in the supremacy of the Planars against the Primes, the berks born and raised on the Prime Material - aka, you and me.

Atheus (neutral):
it is also said that it is impossible not to believe in the gods on the outer planes, where any berk can see them living among the common people. Yeah, you got it right: some people manage.
The Atheus believe that gods are real, but they are no more than lucky berks who won the genetic lottery. They are more powerful than us, for sure, but do they deserve our devotion just for this? The Atheus' answer is a resounding NO


The Lingo

This campaign used a very, very simplified version of the planar lingo.
If someone calls you addle-cove, they are expressing perplexity about your intellectual abilities.
If someone tells you to pike it, do not worry: they are just flipping the bird in your general direction.
If someone asks you for jinx, you'd better open your purse.*
I believe you'll be able to figure out the rest by yourselves

*yes, I know it is supposed to be "jink"... I just like jinx better :)
Last edited by Frattaglia; Dec 14, 2023 @ 11:56pm