CHARACTER:
We are all part of a hierarchy.
The higher you ascend, the more people are left below
you. The lower you fall, the more remain above you. Each
step up the hierarchy is like a rung on a ladder. The
baatezu believe their underlings are the rungs, but this
is false. The archons believe you must reach down and
pull those below you up, but this is wrong. Each level of
the hierarchy is a position, now a person. Each rung must
be ascended by your own hard work, not the generosity of
others. And at the top is the greatest reward: the reward
of having no further to climb.
POWER:
Geifesil,
a force of hierarchy. Followers of the genderless
Geifesil believe in rising through the hierarchies of
life (and death) by following the letter of the law, and
rising for the sake of rising. This sort of greedless
ambition is fairly rare, however, and Geifesil is only a
lesser power.
DESCRIPTION:
Located
in a bottomless cog, Vertiginous is an odd burg. The
city's diameter is fairly small, when one considers it's
nigh-infinite size (about 150 feet), but it descends into
a seemingly normal cog for an immeasurable distance. The
gear itself is mostly composed of a huge dimensional
distortion, allowing the city to descend an infinite
distance without making the gear infinitely thick. In any
case, it is an odd sight, even for the
petitioners.
Crossing
this gulf at all angles are thin, street-width buildings
that span the entire gulf. Each building is a mere 10
feet tall, just enough to allow a person to move about
inside. Each building, in turn, serves a specific
purpose. Some buildings are kitchens, where food is made
for the petitioners. Others are forges, or carpentry
shops, or some other sort of important practice. Each
building connects with another building at one and only
one point, allowing the petitioner inhabiting the
building to climb to the next level when the time is
right. Once there, they must often learn a new skill from
scratch. Visitors, fortunately, are allowed free use of
these passages.
The
entire structure of Vertiginous is a strict hierarchy.
All people within a building are of the same rank, and
outrank all people in lower buildings. In turn, all those
who dwell in buildings higher up outrank those in said
building. A petitioner can travel as far down as he
wishes, but may never travel upwards farther than his
spiritual purity allows. Those who most completely
understand the teachings of Geifesil reach the top of
Vertiginous, where they find that the roof of their
building simply leads onto the surface of the cog. From
there, petitioners walk out of Vertiginous and disappear,
presumably reincarnated on their Prime worlds.
It
is said that the deeper one goes, the more and more
chaotic the realm becomes, reflecting the undisciplined
outlook of those doomed to begin their journeys here.
Here, the buildings are less and less reliable, and only
through caution and devotion can petitioners escape this
region, which is as much a punishment for the
petitioner's actions in life as anything else.
PRINCIPAL
TOWNS:
Because
Vertiginous is a single 'city,' it doesn't have towns in
the standard sense, but it does have certain regions that
can be identified. For example, the Balconies is a
stretch of buildings which have extensive overhanging
balconies. This area is commonly used by visitors, as the
spectacular views it provides are not to be missed.
Fliers are common here (see below).
Another
interesting region is the Tightropes, a dangerous area
where the buildings loose their enclosing walls and thin
to a mere five feet in width. Here, visitors and
petitioners must be very wary or fall off the edge with
an incautious motion. If the petitioners were bent on
assassinating one another to ascend, they would certainly
use the Tightropes as a good region.
A
third region of note for travellers is the Smithies. This
entire area is devoted to blacksmithing goods to be used
throughout the realm. The multitude of forges has made
this area as smoky as the worst of the Lower Ward of
Sigil, and the buildings are stained black from the soot.
Nevertheless, the air within the buildings seems only
slightly dirty, kept clean by the will of
Geifesil.
SPECIAL
CONDITIONS:
The
most dangerous of Vertiginous is it's vertical nature.
Anyone falling off the side of a building fall 5d100 feet
before they hit another building. This is almost always
lethal, unless magic is used to slow down or fly
away.
Interestingly,
the entire shaft of Vertiginous has an upward current of
warm air (perhaps produced by the thousands of warm
bodies below any one point). This makes primitive
mechanical flight using hand-gliders or simple gliding
wings possible. Petitioners skilled in this art are
called 'fliers' and use broad-winged devices to glide
from one building to another. Fliers are especially
common in the Balconies. As always, a petitioner cannot
rise higher than his post with this skill, but visitors
taught the skill find it to be a much faster way to
travel up or down Vertiginous. Intrepid explorers in the
city are frequently fliers who use their wings to try to
find the bottom of the realm, stopping along the way to
get food from those who they outrank. These petitioners
show more personality than most, and a fair number never
rise higher than that rank, intoxicated by the infinite
exploration of their power's realm.
Each
building is provided enough raw materials to do its job
properly. All kitchens have enough food to cook all day,
all forges have enough iron to work all day, etc. Since
most petitioners can't work with perfect efficiency,
there is very often a surplus of material.
PRINCIPAL
NON-PLAYER
CHARACTERS:
Geifesil,
not having a human form, does not have humanoid proxies.
However, to enforce its will, Geifesil uses a special
force to speak to its petitioners. Essentially, it sends
creatures very much like an aleax, with certain major
differences. These creatures, called 'mirrors,' look
exactly like their target to all who look on. They always
have a LN neutral. The come not only for revenge, but
also for council, requests, and other business with
Geifesil. Thus, they are simply extensions of the
power.
Archei
Fenlin is possibly the most famous flier, having made
extensive notes on the depths of Vertiginous, is thought
to know the most about the Realm save for Geifesil
itself. Dwelling in the third building from the top of
the Realm, Archei is surprisingly reluctant to advance
any further. With over a thousand years of exploration
under his belt, he doesn't want to give up his extensive
memories for new life. Mirrors visit him regularly,
berating him for his reluctance, but he is implacable.
Geifesil has been known to offer rewards to to outsiders
who can convince him to go to his final fate.
SERVICES:
Like
many realms, Vertiginous is well stocked with all manner
of basic services, including food and lodging. Most
notably, however, one can learn the Hangliding
proficiency here, and buy the necessary equipment to
execute the skill. Master craftsmen in Vertiginous are
capable of making a reliable glider that can support up
to 500 lbs and folds up into a 2 foot by 5 foot
rectangle. Such devices cost 75 gp.
Anywhere
there are reliable upcurrents, the glider can be used to
travel, and a few explorers have taken to using gliders
to explore the warmer Upper and Lower planes. Let the
user beware, however! Places like Gehenna seem to
malevolently cut out their winds at all the wrong times.
CHARACTER:
There
is order in the Multiverse. One only has to look deeply
into the darkness to find it. In times of chaos, only
those with foresight can solve the problem.
POWER:
Varuna,
the Intermediate Indian power of Cosmic Order makes this
place his home. Here, he keeps his ever-vigilant sight on
all the Crystal Spheres and Planes where the pantheon has
a presence. In times of need, Varuna acts as a mediator,
sage and sometimes judge for the other Powers and their
disputes. His responsibilities are to make sure that
Order is kept across all the Multiverse in regards to the
Indian Pantheon.
DESCRIPTION:
The
streets of this Realm are laid out in perfect circles
that grow ever smaller. At the centre of the enormous cog
that this Realm sits on, a huge domed structure covered
in eyes that move across its surface, rises into the
darkness of Mechanus. Here, Varuna holds court and
watches the Multiverse. Each circle of streets represents
a different Power in the Indian Pantheon. The streets
furthest from the centre are for the Demi and Lesser
Powers followed by the Intermediates, the Greaters and
finally Varuna's followers closest to the Dome. Each
street represents that particular Power's portfolio in
building structure, street construction, petitioners and
alignment. When visitors arrive they begin at the
furthest point and must travel in by foot. (See Special
Conditions) Once they reach the centre of the Realm they
have achieved Order and insight into the Indian mind set.
Now they are ready to hold vigil over the many aspects of
Indian life.
PRINCIPAL
TOWNS:
None.
The Domed Structure in the centre of the Realm is the
only major building. Only after enlightenment into the
Indian mind is achieved can a visitor reach here. The
Dome has no visible entrances except to those that have
found Order. The inside of the dome works similar to the
"Modron Cathedral" in Regulus. (The Rule of Threes begs
the question, of course, where's the third?) There are
runes engraved into the walls of the inner dome that
represent the numerous places where the Indian Pantheon
has influence. If you concentrate on the rune, an image
of the night sky over that world appears on the ceiling
of the dome. Here, a blood can study the cosmic signs to
make sure all is well on that particular world. Many
astrologers come here to learn their trade and discover
some of the mysteries of the Multiverse.
SPECIAL
CONDITIONS:
When
you arrive in this Realm, you find yourself on the outer
edge of the cog. You must travel by foot, experiencing
all the many aspects of Indian life before you can reach
the Dome. It is like the caste system. You start out as a
vermin and work your way up to the enlightened state of
Order. Once this inner order has been achieved, then you
can enter into the dome. Only walking to the dome will
allow a berk to arrive there. Any use of spells or
psionic ability will only transport the character to a
random place on Mechanus. All petitioners, regardless of
which Power they serve, have a third eye in the middle of
their forehead. This eye allows the petitioners to see
into their inner beings and help them move to the next
level of existence before they are
reincarnated.
PRINCIPAL
NON-PLAYER
CHARACTERS:
None
known.
SERVICES:
Astrologers
and sages from around the Multiverse seek the opportunity
to use the Dome's unique ability to view the stars and
skies of numerous Planes and Spheres in relative
safety.