Guide to the Five Factions
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The HALFLING Point of View by Roger Moore
The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time. -
Faction War Is Revealed and the Role of All Participants Is Laid Bare
Being a Chronicle of Dark and Bloody Days in the City of Doors, a Cautionary Tale of Treachery, Mystery, and Revelation, and the Wondrous and Terrible Consequences Thereof. CREDI+S Designers: Monte Cook and Ray Vallese ♦ Editor: Michele Carter Brand Manager: Thomas M. Reid Conceptual Artist: Dana Knutson ♦ Interior Artists: Adam Rex and Hannibal King Cartography: Diesel and Rob Lazzaretti Art Director: Dawn Murin ♦ Graphic Design: Matt Adelsperger, Dee Barnett, and Dawn Murin Electronic Prepress Coordination: Jefferson M. Shelley ♦ Typography: Angelika Lokotz Dedicated to the PLANESCAPE~Mailing List. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC Et LATINAMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 34 P.O. Box 707 2300 Tumhout Renton, WA 98057-0707 Belgium +1-800-324-6496 +32-14-44-30-44 Visit our website at www.tsr.com 2629XXX1501 ADVANCEDDUNGEONS Et DRAGONS, ADEtD, DUNGEON MASTER, MONSTROUS COMPENDIUM, PLANESCAPE, the Lady of Pain logo, and the TSR logo are registered trademarks owned by TSR, Inc. MONSTROUSMANUAL is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. c I 998 TSR, Inc. All rights reserved. Made in the U.S.A. TSR Inc. is a subsidiary of Wizards of the Coast, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the hobby, toy, and comic trade by in the United States and Canada by regional distributors. Distributed worldwide by WizardsSample of the Coast, Inc., and regional distributors. -
Welcome to the Great Ring
Planescape Campaign Setting Chapter 1: Introduction Introduction Project Managers Ken Marable Gabriel Sorrel Editors Gabriel Sorrel Sarah Hood Writers Gabriel Sorrel Sarah Hood Layout Sarah Hood 1 There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to the planes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel Introduction wherever you please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass. Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The struggles that define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, or noble and peasant sitting together in the same hall to discuss shared philosophy. -
DRAGONLANCE! Actually, the Name of the World Is Krynn
Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively. -
One Civil Libertarian Among Many: the Case of Mr. Justice Goldberg
Michigan Law Review Volume 65 Issue 2 1966 One Civil Libertarian Among Many: The Case of Mr. Justice Goldberg Ira H. Carmen Coe College Follow this and additional works at: https://repository.law.umich.edu/mlr Part of the Constitutional Law Commons, Jurisprudence Commons, Law and Philosophy Commons, and the Supreme Court of the United States Commons Recommended Citation Ira H. Carmen, One Civil Libertarian Among Many: The Case of Mr. Justice Goldberg, 65 MICH. L. REV. 301 (1966). Available at: https://repository.law.umich.edu/mlr/vol65/iss2/4 This Article is brought to you for free and open access by the Michigan Law Review at University of Michigan Law School Scholarship Repository. It has been accepted for inclusion in Michigan Law Review by an authorized editor of University of Michigan Law School Scholarship Repository. For more information, please contact [email protected]. ONE CIVIL LIBERTARIAN AMONG MANY: THE CASE OF MR. JUSTICE GOLDBERG Ira H. Carmen* T is common knowledge that in recent times the constitutional I issues of greatest magnitude and of greatest public interest lie in the area of civil liberties. These cases almost always call for the delicate balancing of the rights of the individual, allegedly pro tected by a specific clause in the Constitution, and the duties that state or federal authority can exact from citizens in order that society may maintain a minimum standard of peace and security. It follows, therefore, that it is these often dramatic decisions which will largely color the images we have of participating Justices. As sume a free speech controversy. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
PSCS Chapter 8
Planescape Campaign Setting DM’s Dark Chapter 9: DM’s Dark Project Managers Sarah Hood Editors Gabriel Sorrel Sarah Hood Andy Click Writers Janus Aran Dhampire Orroloth Rip Van Wormer Chef‘s Slaad Nerdicus Bret Smith Charlie Hoover Galen Musbach W. Alexander Michael Mudsif Simson Leigh Smeazel Mitra Salehi Sarah Hood Layout Sarah Hood 1 Well, by now a canny cutter like yourself is itching to gather your favorite victi—ahem—players, and start running a game. Of course, if you‘re completely green to the task you could always use a little bit of advice on where to start. And if you‘re old-hat, a little bit of a refresh DM’s Dark couldn‘t hurt, now could it? This chapter of the PSCS aims to help any new GMs out there who don‘t have anyone locally they can turn to for advice on some of the common or stereotypical problems with a planar game. We‘ve tried to cover the major ‗issues‘ that creep up for bashers lost in a sea of clueless, and of course if you have a question that isn‘t answered here, please feel free to drop by Planewalker.com and we‘ll be glad to give some extra advice. Preparing the Game Starting advice for a Planescape campaign is the same as it is for any other game really: Define what sort of a campaign you‘re looking to run. A planar campaign can have as wide or as narrow a scope as you like, and any sort of tone that you care to adopt. -
Triangle Atheists: Stigma, Identity, and Community Among
Triangle Atheists: Stigma, Identity, and Community Among Atheists in North Carolina’s Triangle Region by Marcus Larson Mann Graduate Program in Religion Duke University Date: __________________________ Approved: _______________________________ Leela Prasad, Co-Supervisor _______________________________ Mark Chaves, Co-Supervisor _______________________________ David Morgan Thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Graduate Program in Religion of Duke University 2013 ABSTRACT Triangle Atheists: Stigma, Identity, and Community Among Atheists in North Carolina’s Triangle Region by Marcus Larson Mann Graduate Program in Religion Duke University Date:_______________________ Approved: ___________________________ Leela Prasad, Co-Supervisor ___________________________ Mark Chaves, Co-Supervisor ___________________________ David Morgan An abstract of a thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Graduate Program in Religion of Duke University 2013 Copyright by Marcus Larson Mann 2013 Abstract While there has been much speculation among sociologists on what the rise of religious disaffiliation means in the long-term for American religiosity, and if it can be considered a valid measure of broader secularization, the issue of if and how explicitly atheist communities are normalizing irreligion in the United States has received little attention. Adopting an inductive approach and drawing on one year of exploratory ethnographic research within one atheist community in North Carolina’s Triangle Region, including extensive participant-observation as well as nineteen in-depth interviews, I examine in what ways individuals within this community have experienced and interpreted stigma because of their atheistic views, how they have conceptualized and constructed their atheist identity, and how both of these things influence their motivations for seeking and affiliating with atheist organizations and communities. -
PSCS Chapter 3
Planescape campaign setting Chapter 3: Factions Factions Project Managers Ken Marable Gabriel Sorrel Editors Jeffrey Scott Nuttall Gabriel Sorrel Sarah Hood Writers Christopher Smith Adair Christopher Campbell Sarah Hood Julian Kuleck David Spencer Rob Scott Gabriel Sorrel Layout Sarah Hood 1 The coins hit the table loudly, snapping Tethin from his doze. “Sold! To the man chewing on his feet...” muttered the middle-aged human that was his companion for the evening, a Xaositect called Barking Wilder. Tethin glanced around the tavern and frowned at the indications of its closing. He had spent most of the day with the Xaositect, who had been given high recommendations from his contacts in the Cage. Barking Wilder supposedly had a knack for finding the dark of things, even prophecies, from whatever madness he lived in. Tethin had carried out the instructions exactly as he was told, Factions approaching the strange man with a bowl of clean water, dropping three copper pieces into the bowl, and placing it before the Xaositect while asking his question. The odd human seemed to acknowledge Tethin's request, nodding as he dipped his fingers into the water and began tracing lines across the wooden table. Thinking the Xaositect meant to communicate through the trails of water, Tethin had quickly sat at the table, taking out his writing instruments and sketching the patterns down. Several hours later, Tethin had long ago given up attempts to decipher any meaning from the “writings”, and the Xaositect seemed to have lost interest in his bowl, now nearly empty. Tethin was considering why the man was called Barking Wilder when he hadn't made a single bark, hardly a noise at all in fact, the entire day as the sound of clattering coins broke him from his musing. -
Planeswalkers of Ravnica by Christopher Willett
PLANESWALKERS OF RAVNICA BY CHRISTOPHER WILLETT Table of Contents Foreword ...................................................................................................................................................... 2 Planeswalker ................................................................................................................................................ 3 Color Based Alignment ................................................................................................................................. 4 White ................................................................................................................................................................................ 4 Blue .................................................................................................................................................................................... 5 Black .................................................................................................................................................................................. 6 Red .................................................................................................................................................................................... 7 Green ................................................................................................................................................................................ 8 Colors of Magic ......................................................................................................................................... -
Monster Manual
CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC -
PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and Class Don’T Make a Whole Person on the Planes
PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and class don’t make a whole person on the planes. A body's got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how's he ever going to make sense of the whole thing and find his own "center of the multiverse"? How's he going to know his friends from his enemies in places where what he stands for can mean everything? A body's got to have a place to stand in order to see the majesty of the whole thing. On the streets of Sigil, and beyond, philosophies are more than just ideas. They’re groups – factions with leaders, goals, powers, and attitudes. Every faction has its own way of seeing the multiverse and has its own powers to match. Some of them get CONTENTS TABLE OF TABLE along, others don't, and some could care less about the rest of the multiverse. Factions don't care what species or career a character has, the only thing that matters is his moral conviction, and even then it sometimes doesn't matter. Factions provide a basher with a way to understand the planes. Factions are actually organizations, with benefits and restrictions. Every faction has a leader, known as the factol, whose position is purely dependent upon dedication to the philosophy. Some factions are more organized than others, and at least one – the Indeps – isn't really a faction at all. Those who change from one faction to another are generally hated by old companions and mistrusted by new ones.