Showing posts with label rethinking. Show all posts
Showing posts with label rethinking. Show all posts

Wednesday, 9 January 2013

Elementals

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF



SO this is a thing I had sitting around waiting for me to draw some art for or someone else possibly, but since Patrick Stuart keeps posting awesomely weird abstract elemental stuff , I felt the neat to post this before he DOMINATES


elementals:
Elementals remember themselves as before anything and everything. They exist as matter's understanding of its self.
The home of any elemental is it's source. Out modeled cosmology would call it the relevant elemental plane. The source is like, for example , of fire is.. well fire. As in all fire has the same idea of fire and that idea is also a place and all fire is in the place at the same time.
Make sense? Well okay imagine a sheet of paper, the paper is crumbled , but opened  out again, no longer smooth but a mass of peaks and troughs. It has been laid flat on pool of ink.
 The ink seeps through where the paper touches the ink. All the ink is more or less continuous even as seems separate (as blotches on the parts of the paper that made contact. THe paper is the world, and the pool of ink the Source, and the blotches are what seem to us as isolated fires.

From a fire elementals perceptive when you are lighting a fire, you are actually warping the fabric of the world to make some of it nearer the fire elemental plane. It's impossible to actually go to an elemental plane, only that element can exist there. Indeed thinking of it as a location is a mistake. Time, depth and other familiar dimensions are not found there.

Of the 4 major planes ( fire, air, earth, water) the interests of the intelligences there are represented by a collective.
The collective will argue amongst themselves who first discovered the world, in any case they were quick to discover they could infuse it with themselves, and promptly had a giant shit fight about it.
The clash of the elements twisted and stretched the world into wondrous complexity and novelty unimagined by the elementals.
 The mindless tug of war settled down into a more experimental era, each of the elementals seeing what the stacking effects of their individual influences would result in.

Each elemental however had a different idea of what was best done with the world, and fire and earth found themselves unable to shape things to their liking, fire too fragile to match waters smothering and airs tempests.
And Earth being too slow to keep up with the rapid changes air and water were capable of.

The first of the pacts was soon formed. Earth agreed to shelter fire under its stone bulwarks, and in exchange fire gave blood and muscle to earths bone, allowing earth to shift its massiveness.

Water and air saw this and grudgingly  explored the possibility of an alliance, and began to shape the first weathers.
The world was thus interesting and novel enough for some elementals to begin a "sojourn", shifting their awareness into the world itself.

Earth elementals took on the forms of wizened stooped things, with huge dark eyes the better to walk in the vast black veins of the world, The Gnomes.

Fire was next, receiving a gift from earth, for fires aid in shaping the stone, in the form of obsidian, which fire build on, and its Primary skipped along the world with bones of compressed ash and obsidian, like needle lizards, the billowing flame of their substance barely staying put on their frames. The Salamanders.

Air and Water , however, have naturals forms too fluid to enter the world in any way conclusive to experiencing its unique quality.
 So being too huffy to bargain with earth for matter, they brewed up something between themselves, with stolen dust and heat as well as their own natures.
Thus the first flesh was crafted.

Now this is what is claimed by Water and Air , but Flesh is its own council and has its own source and claims to have always been waiting.
The very nature of reality changes over time, and the  core elements shift, and countless forms of matter lie sleeping somewhere.
Each element is willfully ignorant of anything outside its own perspective.
Air made a pact with flesh and gave breath to fleshes multitude forms. The Sylphs flew over the land, while Water entered the seas, contrarily choosing to reject the option of flesh and choosing the mercurialness of its own nature as the Undine.
Other ways of matter snuck in, and also claimed to have always been.
 The lines blurred, smaller elements carved out their niches.
Flesh succeeded and become its own realm. Fungus and Flora entered the world.

A clear timeline was mocked, for all of  this is malleable. An element can enter the world as if it has always been, and an older element can suddenly splinter into a 1000 others, each claiming to have always been.
 Countless impossible , implausibly , and not quite elements exist frozen somewhere, like cysts in the flesh of the not-real.

The collectives are instinctively away of this, although refusing to acknowledge their fragile position in the broil of metaphysics , they actively attempt to intercept , distort , silence or spread magics and heresy they think will maintain their importance in the nature of things.
They are nearly clueless of what to be spreading and what to be suppressing and so the collectives compete with each other in a elaborate game of blind poker.


Collectives, , Pacts, Tiefs, Sojourners,Exiles:
 A collective is the gestalt will and intelligence of elementals in their source.
A pact is what is entered in so one element can make use of the materials of another.
Fire and earth have a pact to order for fire to live under the earth and earth to move it's mountains and continents with the aid of fire.

A tief is on going use of materials for another element.
The obsidian bones of the salamanders are the result of a tief.

Sojourners are elementals who maintain a continually existence in the world, rather than temporally manifesting. The first four sojourner races are Gnomes, Salamanders, Undines and Sylphs. They are born on in the world and return to their Source when they die

Exiles are elementals determined to stay in the world, and resenting the source's pull on them.


earth,:
the collective of earth elementals is known as Arena of Soil


gnomes:
    shriven little men with big black eyes and not much other features to speak of. THey scuttle in the darkest of tunnels and they can whisper to the mountains to make them wake.

Sand taken:
    Sand erases but sand can remember. Sandtaken are forms of sand in the exact likeness of someone buried and rotten to nothing in a particular vast sandy desert. The Sandtaken believes it to be the person who's form it has taken and whole cities are in the desert with crowds of sand people acting out the lives long gone that were never theirs to begin with.
. After centuries of false life they start losing their form, and appear less and less detailed, and clumsier in the duplications of life. Eventually they cannot remember anything and they then hunger for identity, smothering and drowning people in themselves.
 They will then believe to be this new person. This will last only a month though and so become far more dangerous in this stage of their existence. Sandtaken are excellent at denying evidence of their false existence, but convincing enough arguments or strong evidence can make them lose their grip and become ego-cannibalistic.
 Any Sandtaken however has a 1 in d10 chance (modified by the int modifier of the form it has now) not immediately descending in egocanniblsim, but is likely to be pretty fucking depressed knowing its life is a lie.
Sandtaken are not undead or ghosts. The are original earth elementals desiring of new life who are now fixed on their path of egotheft.

 Mud horror:
Mud Horrors are belligerent and cantankerous , preferring to shun the company of their own kind, preferring swamps or bogs were there is plenty of water to draw into their form to give them a fluidity otherwise unknowable to earth elementals. While water is drawn into their form, the actual essence of a Mud horror is dirt, and completely drying a mud horror out renders it sessile and inert, its ability to shape an earthen form atrophied. A Mudhorror will cling to this form (as opposed to returning to the Source) however if it has pressing business of revenge, waiting and waiting for water to allow it to move again.
In addition to using water , a mud horror will also decorate itself, weaving (or appropriating out right) a skull from vines, with branches for horns, roots for claws, sphagnum moss for a hide.
They prefer to spend their time contemplating  the endless dramas of the swamp life, but happily kill for fun , as they cannot take flesh beings that seriously. They will also respond with great malice if the existence of the swamp itself is threatened.

walking hills:
 walking hills are more of hillock than a full grown hill. ANd they walk with the aid of 2 stump stone legs, emerging from underneath like a old dame pulling her skirts up to cross a puddle. Most Walking Hills are merely temporarily roused into action by the whispers of a gnome, but some areas have a few hills that regularly amble around. Walking hills motives when not obeying the directives of a gnome are generally pretty much a desire to shuffle about the area seeing whats changed recently before returning  more or less to their original spot. If attacked and the attack actually manages to get their attention they defend themselves by stomping.
Its unknown if all hillocks can move, (and most choose not to), or if the gnomes spark life in them, or summon their kin to possess the hill.
What is more worrying is that gnomes refer to mountains as Grandsires, and stories (and some geographically evidence) suggest all mountains are in fact elementals and capable of being roused into action by the gnomes.



 Mattocks:
mattocks are named both for their blunt relentlessness  as well as their popularity as default summoning creature for elementalist. The appearance is that of a great earthen bear, with a rupture of a face, all stone tusks and gape. The intellect is comparable to a bear as well, and temper to boot.
 It is rare they are found in the wild with out the actions of a gnome, elementalist or wizard bringing them into being. Left to their own devices they generally curl up and sleep, become part of the landscape. It is possible to awake such dormant Mattocks, and it is very inadvisable.


water:
collective is the Union of Seas


Undine:
undines are water mimicing many humanoid forms all at once, back and forth , something like a hydra and something like a orgy of water people. The Undine have most of political clout in the Parliament of waves, and individual Undines get up to all kinds of schemes to advance they own personal whim and/or the machinations of the parliament of waves. A young Undine can command a limited amount of water and attacks with buffeting, but experience and training allow them to shape some of their form to ice or steam, and some are rumoured to have learned secrets from the flesh elementals, allowing them to manipulate the blood in a living body.

Cold one:
The cold ones are rogue faction of the Parliament of waves, believing that water should try and replace earth as the principal solid material, and currently wander the polar areas in monastic existence arguing among each other which is the best and truest expression of water. They appear as figure of snow and ice, at least 8  feet sometimes up to 15. This figure is hunched and has a crude face, wide circles for eyes and a gaping pit suggestive of mouth, shaping an endless moan.


Kraken:
Kraken are enigmatic. Rejecting the commonness of water as a form, the Kraken have made pact with flesh elementals, giving them vast and mighty forms, in exchange for this, Kraken lurk in the deepest depths, shifting through various nightmare forms, and surviving environments seemingly impossible for flesh to survive, thus giving the Flesh Cabal new insights. Kraken have the ability to see dreams, even from countless miles down in the dark trenches. This is were the Kraken get their inspiration from. So a Krakens form will be quintessential distillation of human fears of alien depths of the sea. Kraken occasionally come to the surface to wreck terror and thus stir up fresh material for their dark artistry.

From concept art here

Merrow:
The merrow have looked to the squat , brutish forms of fish , eels , lobster and crabs, and stolen them for their own. While the Kraken have their flesh forms through arcane mercantiling , the Merrow merely took what they wanted, claiming that the innate water content makes flesh theirs by right. Flesh elementals are generally hostile to Merrow and take any safe opportunity to inflict woe on merrow. Merrow appear as ogrish brutes, with eelish skin and vast chitin jags and claws. The forms vary, but all are chosen for violence and terror. Merrows are raiders and marauders, relishing in destruction and conquest. The Merrow are loathe to return to the Parliament, and are far more invested in their survival here than other elementals.

Nereid:
Nereids are another water elemental charmed by the seas multitude of forms. They make pacts with mermaids and others near the sea. In return for a great boon, the being must surrender their body to the Nereid at a certain date. The Nereid  will then shape the body, adorning it with its favourite aspects of sea life, such as a sea horses tail, dragon fish's handsome and toxic fans, the eerily light of a nudibranch.
Such things nereid can offer include rescued people lost at sea, healing sickness, drowning enemies. The time before the claim is due varies.
The negotiation ability of the being and the desperateness of their circumstances being the most common influence on this..
 Most Nereid are happy to wait a year and a day, but some waiting 10 years is not unheard of. Trying to welch on the claim is going to really piss the Nereid off, as anyone entering a contract with a nereid will have their location always know to that nereid.
 Unless, of course,  they have all their blood drained until they are a husk and then replaced with fresh blood.
A Nereid seeking vengeance is a terrible thing. You will never be safe near water. The only water you can drink is rain falling from the sky or magically created. Drinking any other water will allow the Nereid to immediately possess your body and eject your soul.
Some particular vindictive Nereid will hold on to your soul as well, keeping it trapped in their back of your former head, as the Nereid proceeds to destroy everything you love and value in your former life while wearing your form and forcing you to watch the whole time.
 Other Nereid will actually find a way to access the Gloaming or Twilight and dump your soul straight into the mouth of a Consumer or journey further and see if they can get a good price for it.


Nuckavee:
Nuckavee lurk in rivers and other land waters. They will patiently assemble a form of their own from drowned bodies and melding it together. They then play out the animal hungers of the forms, gaining great joy in being a lurking hungry thing. They seem to favour horses but with a mismatch sizes of parts, and slime for skin. Nuckavees are generally not very bright, the smarter elementals tending to take more sophisticated sojourns, but its not  impossible that a nuckavee could be a  sojurn for one more cunning and cruel.

Blood rider:
Blood riders appear as many long legged worm, the legs stalactites  of scrabrous blood. The legs are temporarily made when they need to move about outside a host. They can pour themselves into any living being with blood, and take control or merely passively ride. When in a host they can provide improved healing, congealed blood armour and weapons. They are esoteric assassains who especially target doppelgangers and other flesh elementals who the Union of Seas feels is gaining too much influence. Sometimes form an alliance with a willing host.

    Air:
Collective is known as The Tempestial Mob

 Sylph
Sylph appear as winsome people with scraps of cloud and incandescent motes for wings. The sky endless falls in their eyes and to maintain a sylphs stare is to be subject to an crippling attack of vertigo. They maintain the weather system, migrating in vast cloud herds, their tief with water is guide the clouds to shape the land.
They are mostly flesh but with wind for blood and organs, and can shape the weather to their defense.

Whirlygig:
Whirlygigs are intelligent sand devils, disruptive and annoying but with no real blood  lust  or malice

Cloud whale
Cloud whales aid the sylphs in herding the clouds. THey are titanic and capable of exhaling vast balls of lightning.
Excess use of weather magics has brought ruin to more than one city by cloud whales, broking no usurpation of their realm.

zephers
Glossmers
Glossmers appear half delicate youth or maiden and half glowing jelly fish. THey are predatory and dangerous, feeding off nuances and breath. They will leave alone some, and drink another dry. They can hypnotize with song and light display and their tendrils freeze like northern winds.

Breath thief
Breath thief are nearly invisible, appearing only if there is enough dust or impurity in the air to show their form. In this case they appear as swollen child with mocking slit of a mouth. They are junkies and their fix is the breath stolen from human lungs, the younger the better.

Thunder horse
Mighty thunder horses stamped across storm skies reveling in noise and power. They sometimes descend to the earth to eat of rare flowers, and if one can mount one and stay on it for the night they will remain a companion and steed as long the rider seeks glory and excitement.

    Fire:
The source of fire is known as the Burning Society


Salamanders:
 like needle lizards, the billowing flame of their substance barely staying put on their bones.
Their bones are sharp edged obsidian and compressed ash. Conquestal and violent, flaring out from their waste land homes to burn and despoil. They respect only strength and long winded jokes.

Heath ghost:
somewhat loyal talking fires that provide protection and heat for a house in exchange for feeding.

Corpse light:
A drifting orb, a hollow sneering face that eats the last heat of the dying. Skilled illusionists.

Pyroclasts:
Weaker salamanders are compressed in a great pressure oven until they burn into each other, their bones snapping to scouring powder and forming the cloud of utter destruction known as a pyroclast. Pyroclast are more siege engine that creature, a blacking choking cloud of terrific speed , heat , and stone shredding grit.

Hellions:
happy playful snakes of fire, their gaze makes you explode. If not appeased with elaborate gifts of fruit they come out of the fumarole lairs and start fires to dance and sing in.

Flit:
tiny little spark people, the sign of a forge of quality is a troupe of flits living in it. IF a blacksmith sleeps besides their forge, the Flits, on rare occasion, send dreams. These dreams elude to the materials and fuel for crafting wondrous things.
But beware some dreams will not be ignored, striking down the blacksmith with cruel fevers unless they make the thing from their dream. Even if requires stoking the forges fires with their own children.


other "lesser" elements:


    smoke/ash:


smother hound:
Long legged dog things that will pin you down , clamp its face over yours and fill your lungs with ash.

Miasmatic  serpent
Long twisting hazy thing, conjures mirages of past burned things for its own inscrutable purposes.

Grey cat
cats that light is loath to rest upon, that drink the breath of babes.

    magma


Lava children
brutish lumpish things of crude humour. Will scoops hunks out of each other to throw at people , like a cannibalistic orgy and food fight.

Crucible Hag
A cruel figure in smouldering black iron, attending their great stone cauldrons and sending spys of poison gas out into the world.

    flesh:
collective :Cabal of Flesh


doppelganger:
as original.

tumourling:
A tumour that can be a familiar. How much this relationship is parasitic depends on the individual personality of a tumourling. Weirdly enough they often seem to have the opposite personality of their host, bastards sprouting timid selfless healers and saints sprouting selfish devourers. They are easy to transplant however, and a long suffering tumourling of tyrant will happily make a new home on a heroes meat.

skin ghost:
A cloud of dust which collects your discarded skin intil it has enough to become you.

    plant:
plant has a source , and a collective the Parliament of Trees

dryad
as original

shambling mound
as original

Reaping Tree
Mostly a sinister looking tree, but when it's a cloudless night with no moon, they go on a rampage, squeezing people in their massive hands to feed the earth.


click for source

    fungus
fungus has the Myconic web as its source


myconid as original

Devourer:
Festering fluffy dank mass that infects dead bodys one by one , fresher the better (more moltile), dull blue fuzz growing from the orifice.
 All its puppets are linked to it and when it has enough (24) it combines them to a big shambling abomination and makes a killing field to lay its spores. It will consume a puppet within a week so it will remain dormant until it thinks there's enough around to make it worth it's while infecting them. The original mass can attack with a blast of flesh eating spores.

Hidden King
Like ring worm but makes a crown shape. Mostly benign , will infect a population , providing immunity to disease and poison but the population won't change or progress.


    Dust

Old stranger
Looks like a skeleton half dug up from dry mud. Hides this under robes and cloaks. Will travel around , does not talk but waits outside a residence. IF it's not invited in it will leave after a night and a day, and nothing will grow there for a year. If invited in and politely received the land will be abundant for a year. If its attacked or treated rudely or with indifference by the host, it will throw back its hood and scream out an abrasive wind of dust, scouring flesh  off bone in a mere instant.



Mote
Little bundles of soot and dust, found in abandoned places. Will leave if too much noise or life. Intelligent and will offer information about area if offered a suitable place to live.

Errodent
Looks like a mummified rat. Can chew through anything. Attack in swarms , live in ruins and appoint themselves as guardians of the ruins, declaring the ruin is the property of entropy and is to be left to its slow destruction.
(etymology note: the word rodent and erosion share the same root word; erodere "to gnaw away, consume")

Crystal:


Shardling:

Like a crystal vessel, half broken and in the shape of a person. Its delicate limbs are very sharp and its reflective surfaces can store echos of past event, which it can release to its defense. Often confused by the memories they contain and think they are someone from them. Sometimes changing from one false identity to another, carrying out arguments or duels with them selves.



Prismatic Doom:

Like the gayest dragon ever as interpreted by an alcoholic Polish painter. Segmented, incandescent , barbed and absurd. Mad and destructive and capable of shooting all kinds of impossible energy beams.


Rust:


iron bear:
Hulking, festooned with blooms of rust . Grinding plates of flaking iron compose it's form , like armour made from dueling contients.
Territory and attend great "gardens" of scavenged steel, iron, and other metals.
Patiently harvesting the rust that forms over centurys on its hoard. The longer something takes to corrode , the sweeter the meal to the iron bear. Generates a choking cloud of dust, its claws and fangs drip with a strange red oil that cause blood to congeal rock hard in the vein.
(their gardens often have the remnant of intruders slain this way, the flesh having long rotted, and only the circulatory system remaining now impervious to rot through the poisons ferric alterations).
 Also brutally strong as benefits a bear made from iron.

junkcrab:
Its unshelled form is a  tangled mass of red rusted steel wool , twisted and knotted into the proximity of an arthropod. They are like hermit crabs, taking discarded helms, bowls and other concave metal objects as a shell and home. They also, like the iron bear, have hordes which they tend for the rust that forms on them. They defend their hordes with barbed far striking tongues that inflict a form of organic rust, which eats away at the bone and skin.

Void:
void, weirdly enough has a Collective known as the No School


Nullus:
A undulating rubbery thing. Like a form fitting skin of a youth, black and glistening , inverting and swallow itself endlessly.
Philosopher knights prone to kidnappings and marooning people on barren peaks and plains as sport. Surviving this ordeal is to earn their respect and tutelage

Light:
Filament:
Flimsy things like whisps of fabric burning softly with blue flame. Live in a black glass citadel l like a spiders lantern.
Which floats on moonlight and only the mad can decipher its scheduled arrivals. In this place the filaments dance their dances , which are part poem and part mathematical formula.
 It is said if they reach the perfection of this ritual the world will ignite and blaze in 3 seconds of perfection before oblivion. Bringing them a them a suitable poem , dance or theorem will hire their services as an assassins.
In combat their caress causes the skin to burn with a blinding light. They drift , start burning their target, leave the target t stumble around blinded and disorientated by their own essence incandescencing  and when this begins to fade they drift in again to reignite it.


Soul burster:
Like a 3 winged butterfly, wings extending in sharp rays of light. only dangerous after mating, when it will swoop inside a person and heal them a 1d10 hitpoints per round , until they reach twice their maximum, and which stage their soul explodes with a soul burster young (appear as smaller versions of the adult) who fly off at great speed. 1 per hitpoint before bursting.
Universally despised.

Shadow:
Umbral:
A whispering thing , like a long tangle of lost forms, a black tattered ribbon, a parade of might have beens. Some benign , some cruel. Attack with chilling grasps and destruction/recreation of memory.

Glass:
bottle imp : the spirit of well crafted glass, kinda of like a dryad in that its a small fairy like being and it is bonded to one particular glass ware. It can jump from reflective surface to reflective surface

Black glass fiend:
heart eating obsidian beast. A gorilla like thing with massive claws, a long regal neck and head more hooked beak than head.
Like setting them selves up as figures of worship, demanding regular hearts as tribute.

Brittlewing
glass butterfly of varying sizes, strange habits and stranger appetites

Mind: source is known as the Dreaming, but does not appear to have an Collective

cerebral parasite
Size of pea, look like shrimps but cuter, if you are infected by them, any mind based check you make you have to roll twice and take the worse result. Can only be removed with mind effecting magics, or particular brutal benders.

Brain mole:
Starts life as particularly weird book or puzzle or machine and if you try and figure it out for too long you become obsessed and your brain grows into a mole thing and then you go and make a bunch more puzzles.

Intellect devourer:
somewhat like a long eel  dark purple panther with a brain running down the length of its spine. If it eats your brain, it grows again on its back and you live in artificial reality of the intellect devourers design. Range of alignments from the cruel collector, enslaver types to ones that offer you an immortally or the ultimate witness protection plan. If you could work out which growth belongs to which devoured individual you could cut it out (with the aid of magic, technology or elite/lucky surgical skills) and stick it someone else and that person could live again! Sometimes people sell their brains to the intellect devourer , to be collected on the moment of their death or a fixed time period.

Nemesis:
 A not even really real but kinda real like a rogue thought. Gets inside your head, makes you think there's someone out to get you, hallucinations , paranoia etc , the more you act on these fears the more the Nemesis can distort your perceptions. Eventually it kills you from the stress on your body. This will spawn more Nemesis which will latch on to those who knew you.
("whoa something really did kill Grimaxe. Maybe there was something to all that crazy stuff he kept ranting on about someone out to get him..")

Bile (salt/acid/alkaline as well)

Desiccator , looks like some kind of shriveled up bleached weasel, mouth spits in 6 revealing a circular fan like maw with needle teeth.

Searing Toad: a toad that looks like a bowling ball made from crude oil. Can pretty much jump through people and walls because its so corrosive. Mostly animalistic, but actually has cruel and intelligence and malign humour.

Vile
Like a half chewed centipede a horse in length , thrown up and skittering forward on acid injecting glass legs.
Travel around sneaking into places and killing people with little rhyme or reason.




EDIT:
This guy http://milkinajar.tumblr.com/
drew a gnome, I like it


Monday, 20 February 2012

planescape, scrawling on the classics

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I have been thinking about planescape with my 6 orbiting brains.

I think planescape is " top shelf " and has some fine fine fine art and generally awesomeness.
But! I thought it was a liiiiitttle under done. Or maybe I got greedy with its cool bits and wanted more.

Any way here's me scribbling all over the classics:
spell keys? weapon bonuses that got weaker the further you went from the plane in which the weapon was made? Random spell modifiers depending on what planes you were on that  were just  like -2 to illusion type spells?
Did anyone remember that they were there? Did anyone use them?
These were some rules that were put to give some kind of flavour or something, but if you can't remember a flavour rule after reading it once it's no good.
By flavour rule maybe "tone" is a better phrase, you know any rule thrown in to keep characters reminded of a on going environmental/metaphysical/psychological factor.
Anyway some sharper than I could prob do a break down on what makes good mechanics and what does not . Planescape's spell key, plane modifers definitely fails. Bland, bean counting, and abstract.
Maybe if it was more like to use healing spells in Baator you have to kill something that day, but even then seems like dead weight. The fact that you are walking on a lake of frozen souls being chased by gelugons should be taking up enough presence of mind that some rules farting around making your spells more difficult, are just slowing things down.
I think there might of been some more rules like this , but I really can't remember them, and so they must of been even more naff.
anyway..
So in no particular order here's some thunks about this:
(note: this is actually going to have to be an ongoing series, I have notes I wanna share on ysgard, sigil, the upper planes, gehena, pandemonia, limbo as well, but this post feels like it's taking too long to do already, more over the next few days)
Gods
Planescape was making something new out of all this metaphysical detritus that various d&d products had left, but the weird thing (for me anyway) was even how this was the selling point , it was all the new stuff (the sigil dirty victorian , factions, and the like) that was really strong.
And I feel that a lot of the planar locations were pretty bland and got used as dumping ground for various pantheons . Which was meant to be a cool selling point, but I found it annoying having Greek gods, Chinese gods, Celtic gods and the like.
It's great to loot cultures shamelessly for campaign dressing, but having just pasting them all over the place without even filing the serial numbers off felt cluttered.
I mean I'm not too fond of gods full stop in campaign worlds, like its always feels wonky trying to get their power levels and involvement in the world right. Maybe having gods only being at the power of a demon lord and not having a immaterial form, just their avatar would work for me.
So basically having them be SuperKings. And while they would claim credit for making worlds and races, that shit just happens due to deeper blind forces.
I just don't like all powerfully invisible sky beards that can sculpt the world and what not and have all this interest in mortals but cannot directly intervene because of some blah blah blah.

So I would shift the focus of the outer planes away from all this pantheon bullshit.
I will repeat myself here how dull it is having Sigil and tieflings and factions and trees made of snakes and madness mazes and all this effort to make a unique tone and then having the party run around ancient Greece.
Maybe someone is thinking here "oh but that's the appeal, like the adventure starts in ancient Greece , but then they go to Valhalla, and then the kingdom of the elves" and I'm thinking wow, this is "Where in mythology is Carmen Santiago?"
Also a sizeable chunk of tolkien and western mythology has already been strip mined for the roots of d&d and there's not a lot left there that's of any interest.
Still bits and pieces of pure gold, but yah gotta dig further than togas and talking trees here.

Planes
Firstly all the planes should have some possible low level adventure nonsense
secondly  the planes need more fleshing up than just this cultural garage sale nonsense.
I'm a fan of symmetry , like if one plane has murderous hats tied to their plane, I like thinking of other planar equivalents of these murderous hats.
So I been doing about of this "murder hats of the alignment compass" as creative exercise.
Examples of fine murder hats include Baator, with the baatezu.
(oh an aside here, I liked that demons and devils got their own name for themselves, it was part of that throwing away of human-centricness that planescape had going for it , that I really liked. Demons don't exist to lure you to evil, and  don't just represent a force to oppose and strive against. They are not fallen angels , seething in bitterness, envious of the light. No, demons have existed for longer than your whole planet, your downfall is mere sandwich choosing, and they are a force for evil and destruction because to them, that's how things work, and anyone who is not out for carnage and power is weak, deluded, or a fool. Not that people aren't having hella  fun with the medival styles of demons, I just love the idealogically cluster fuck approach.)
The abyss with Tanar'ri, limbo with Slaadi (but you know, like how I do slaadi) and the githzerai apparently but I never got a handle on them, Mechanus with modrons etc.
But there are some gaps. Like there's no distinctive denizens for Gehenna , Ysgard, Acheron etc
Acheron could have ,damn I want to use archons , but that word is already in use for angels, so lets use um..
oh thanks wiki , Nephilim

"Nephilim" (נְפִילִים) probably derives from the Hebrew root npl (נָפַל), "to fall" which also includes "to cause to fall" and "to kill, to ruin". The Brown-Driver-Briggs Lexicon gives the meaning as "giants"[1] Robert Baker Girdlestone[2] argued the word comes from the Hiphil causative stem. Adam Clarke took it as passive, "fallen", "apostates". Ronald Hendel states that it is a passive form "ones who have fallen", equivalent grammatically to paqid "one who is appointed" (i.e. overseer), asir, "one who is bound", (i.e. prisoner) etc.[3][4]

So the Nephilim are these (i still wanted to used Archon because grant morrison's invisibles has them being such great dirty shits from beyond) tarnished grey steel lords of war and strategy, ranked like chess pieces.
Nephilim pawns not is not working um.. okay lets make the celestial archons called nephilim and then
archons live in acheron.

Lets start again:
Acheron:http://en.wikipedia.org/wiki/Acheron_%28Dungeons_%26_Dragons%29
acheron is great. Big steel cubes floating a void with endless battles on their surfaces, some the size of mountains some the size of a house. Battleground discarded bodys and weapons gradually turn to metal and become part of the plane. Some of the cubes have little tunnels riddling them. There are great junkyards where rust dragons feed. There are other layers of the this plane that have great floating discs that are thin enough to cut a eyelid cleanly in 2. All of this is great.
Archons of Acheron:
The Archons are looming figures of pitted steel, corroded and dirty grey by the dirt and war of Acheron.
War and conflict to them are a pure fundamental things. They believe in order, strategy, logic and above all war. Unlike the fiends however, the Archons find concepts such a cruelty, corruption and destruction for destructions sake, utterly irrelevant. Archon can be found throughout the planes hired as mercanarys or strategic advisers. While safer to deal with than fiends, it is not with out precedence for Archons to subtly escalate or aggravate conflicts. Archons organize themselves in churchs named after the king of the church.
for example the "Church of Reprise Preceding Retribution " with Reprise Preceding Retribution being the Church king. Typical churchs normally have around 100 pawns, 5 castles, 10 knights,5 Bishops, 1 queen and
1 king. Churchs have extremely complicated greater allegiances to each other that, grouping them into OverChurchs ( about 20 churchs) and above that a (about 20 OverChurchs) Supremacy. When not united under/in a OverChurch or a Supremacy (generally towards an outside threat), Churchs of the Archons are in perpetually conflict with each other.
Archon care only for territory or wealth or power as means of winning conflicts. If no worthy conflicts are to be had , these trappings are quickly neglected or used as chips in the wars that immediately and formally start between Churches if no greater challenge  is present.

Archon Pawn
Standing about at about 2 metres tall, Pawns are gaunt figures of armour wielding long seemingly flimsy spear axes. They have no real insight or initiative of their own and more or less exist to follow orders. Under the armour there is nothing but black oil supersaturated with rust.
They do not talk, but any higher ranking archon of the same church can know anything a pawn knows if the pawn is close by and they spend a moment or 2 regarding the Pawn.

Archon  Knight
Knights are are joined with their steeds , a compact metal horse thing. Also one arm which can swivel along the chest to access either side with no hindrance. They have long curved horns on the helmets to designate their rank, and dozens of spears and tattered banners emerging from their backs , trophys of countless conflicts. While more comfortable taking orders, Knights are quite capable leading small squads of pawns, or other troops, and if under the service of particularly weak leader or summoner will attempt to replace them.
Unlike Pawns , Knights can talk, but do so only in the bare minimum to function efficiently as a military unit. They have limited powers beyond great speed and prowess with halberd, but can blink every 3rd round or so.

Archon Castle
Castles loom at 15 metres, but bigger ones have been reported. The appear as tower with a great cleft in its middle like a baleful eye, and they advance on a tripod of great  stone legs. They are faster than they look, and relentlessly trample opposing forces underfoot. They also have powers of gravity manipulation and can use this power once a hour to do one of the following:; flight on themselves and twice their weight in nearby units, a wall of force effect, or a "murder ball" where they create a spot of strong gravity, causing anything with in 60 feet of it to fall towards in the first round, and rounds thereafter the gravity effect no longer pulls anything towards it, but still traps whatever did on the first round. This murder ball maybe rolled around at 30 feet per round by telepathic command of the Castle, crushing and mangling anything too slow to get out of the way.
Castles have deeply resonate voices that can easily be heard even over the cacophony of battle and also can communicate silently with any other castle within a 100 mile radius. While they out rank Knights, they will take orders from them on the battle field.
If under the command of a non-Archon and not employed actively enough  they will attempt to over throw their commander or set off a war.


Bishop Archon
 standing at about 2 metres, and are hunched cloaked figure with a visage like the business end of a particular elaborate executioners axe. They use a perforated metal ball on a chain, to dispense a variety of killing, mind effecting, and morale boosting gas. They have access to cleric spells. They will always be in a command position if a Queen or King is not present.

Archon Queen
A terrible stilted wasp thing with a floating barbed ring for a face, Archon Queens are rare, and when not serving as a commander , rapidly fly around the battle field wielding a variety of battle magics, both cleric and wizard,and impaling with theri ovipositor. This ovipositor  is also used to turn stolen partitioners into pawns and worthy pawns into knights, knights into castles and castles into bishops.

Archon King
A twisted stunted thing atop a limbed  throne, while tough to destroy, the King is not particularly ferocious in combat, and will rely on summoning other archons, or cleric spells. They are of course master tacticians.

Further notes on Acheron
every plane should have some quick low level adventure areas, and battle ground scavenging on the floating metal cubes of acheron is a good one. Either the party could be after a particular item, or just generally greed. Tension can be mounted by having a time limit before the cube collides with another one, or the battle shifts and the spot the adventures are in becomes right in the middle of a conflict between 2 forces. Remember how the discards have a certain amount of time before becoming useless? Meaning the best lootings are from fresh battle fields, scouts might have to keep carefully watch for returning forces.  Escape could be through tunnels winding through the cube, allowing for a 3 dimensional (well more so than usual) dungeon crawl.
Also looting junkyards, especially a dungeonesque pile of old fused war machines, the gaps and spaces forming rooms and passage ways. Or having something like a battleship sticking straight up out of the ground like a tower, and the exploration would be vertical both below and above.


Carcerian Choir Slugs
I was thinking up something for carceri before I realized Demondands are hanging out there. But hey , here's choir slugs, foul congealed masses of evil squeezing themselves through the shells of the inclosed spheres that make up carceri.
They find partitioners of a particular brand and strength of evil and assimilate them , growing a new head and gaining power. They can only get a new head if the new soul is more evil than the last. 5 heads seems to be the natural, but not theoretical limit.
In the rare event they leave carceri they will attempt to corrupt or foster evil of the type they need to grow. Before they get their first head they are the size of a dog, and each additional head makes them double in size
Their are 3 types of Choir slugs:
Marauders feed off bullys, thugs, vandals, and then despoilers and warlords. Their slug like mass is composed of thick congealed blood, sweat and black mud. They can sing blasphemous words causing confusion, fear and enraging. Their heads flail and tear at flesh with their teeth and are venomous, the venom either causing weakness, or blind rage.
Like all choir slugs they can envelop and suffocate as well.
Torturers bodys are formed from tears , semen and pus and their heads chosen from the cruel; spousal abusers, animal molesters, torturers and sadists. They can gibber unclean words causing wounds to re-open, agonys to flower , and creation of visions of half forgotten terrors. They do not bite, but lick with razor rasp tongues, with the saliva lingering to either burn like acid, prevent healing, or cause horrible infections at a later date. They can also heal with these licks as well, to prolong the agonys of a victim.
Oppressor slug's sick mass is a festering clump of fat, oil and rotten half digested food. They source their heads from overbearing teachers, bosses, horrible kings and popes.
They attack not with direct physical attacks but by spitting up to 60 feet. The spit can burn, charm, blind, dominate or paralyse. 
They know words that cause fear, domination of the weak, and summoning.



Carceri

carceri seems to be lazy paste job of dante's inferno with some gods littering up the place.
It come across like a second rate baator or Abyss. The one thing it has going for it; is the name, and the greek titans stuff.
Evil giants in togas? I hear you yawn. That goya picture is awesome though. Okay lets make the titans more monstrous, like ones with a hundred arms or masses of snakes for legs or a neck that continually eats its head, and maybe carceri to be an all purpose dumping ground for conquered enemy monsters.
And make it really built into the landscape. Like huge angry half drowned faces the size of small mountains emerging from the muds of  Othrys. Mostly have these grotesques frozen and unmoving, but just when the party starts to think of them as set dressing, have , say, a giant face jutting from a cliff face they are traversing below, suddenly start screaming and screaming and screaming. Bonus points if you do this as the gm.  Basically have chunks of half dead and fully dead and dying or just plain nailed to something giants and monster everywhere. Big cages, and chains that would crush a city lying worryingly empty in the deserts of Minethys . Porphatys the mountainous volcanic one needs like cracks from which come angry, pleading voices, alternatively promising and threatening for release. The cracks however are very long and deep and the voices have travelled a way to the depths of the mountain were nightmares are trapped.
Low level adventures could be entirely inside giant bodys, maybe a whole dungeon of the empty veins, the party trying to find the heart to take a sample for some paying npc.
 Or trudging through the upper layers trying capturing the last of some abandoned species , that was relocated on mass to carceri because something needed its homeland. Basically a wilderness hex crawl with horrible monster parts the size of hills to mess with.
That swamp of depair with apathetic crazy but hella wise turtle from the never ending story should be found here as well. Holy balls was that some harsh horse murder for a kids movie. Speaking of which, I read animal farm as a kid, thinking it was kids book about some wacky animals running a farm. And then the second half happens and the pigs go corrupt and the draft horse / spirit of the Russian working class works himself to death and gets made into glue. The end. Ah well , built character I'm sure.

Okay that's the post. Will try and get the rest of the thunks I thunk up here soon.
Finally here's some early sketchs of the archons and a page of catalogue from the exhibition: