Plane Walker
I have finally decided to complete Planewalker (with SabreTrout's permission, of course
).
So far, a lot of bugs that were in the original demo have been fixed. You can now buy things from the trader in the Warrens of Filth, and it is possible to find a way to get past the guard. I am currently working on a subquest in the Warrens. When I'm done working on Sigil (and probably another plane), I will most likely release an expanded demo.
Since I know almost nothing about D&D or Torment, I had to pick some information on a site about 'Planewalking'.
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Excerpt 6351,
-notes on Sigil,
Year 127 of the Reign of Factol Hashkar...
"Sigil, the center of the multiverse, the Cage, the City of Doors... Now there’s a kip that has driven Guvners mad and made barmies into gods. It’s a strange one, no doubting, and as sure as Avernus is hot, Sigil will always leave ya pondering.
"If you think of the multiverse as an apple, then Sigil’s the core, and right there in the middle is the Lady - a great worm trying at once, to eat her way out of her prison and yet at the same time, savoring every morsel of her all-sustaining and unforgiving cage. Now a lot of top-shelf bloods would not take to kindly to me calling the Lady a ‘great worm’, but that’s just how I see it.
"Here’s the chant - any blood that can shrug off the powers (and mind that’s plural, sod) and yet remain encased within the very prison that she commands is worthy of great attention, plenty of respect and a wide birth of caution. Those three facts about our Lady tell me three simple things, as well: one, that the Lady is as powerful as they come. Two, that she has something top-shelf to hide. And three, that no sod's gonna know what it is until She's good and ready for 'em to hear it. But here again, you have not read these pages to lann the chant on the Lady, but rather, her home-cage known as Sigil.
Outer -> Outlands -> Sigil
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The Planewalker's Guild
The Planewalker's Guild has returned to Sigil and is ready to take on the multiverse!
Guildmaster: Balthasar Thames (CG male human Wiz13)
Faction/Sect Symbol: The Guild’s symbol is that of a golden doorway over a silver staircase, at the base of which lies a blue enamel river and brown enamel tree roots. The symbol is often embroidered upon a sash or worn upon a belt, amulet, ring, or most commonly a broach.
Dues/Benefits: The Guild charges a monthly fee of 6 stingers which it uses to commission the exploration and mapping of certain planar locations, as well as to supply these maps and all relevant information to members at a nominal fee, or often no further cost.
Faction/Sect Philosophy: Exploration of all known planes of existence.
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Excerpt 56,
Ashy's Abyssal Opinion,
Year 16 of the Reign of Factol Hashkar...
The Abyss. Now there is a soddin' place that the mere mention of the name gives both canny 'walkers and green primes cold chills and nightmares for days. It is not a place for leatherheads, as sure as Garggins stink, and a wise basher would steer well clear of the place while on and about the Great Ring. For some reason, though, some berks still want to go to the Abyss. "Let's see the tanar'ri!", they'll say, or oft time, "I wonder what the Plain of Infinite Portals looks like?" - well, as sure as the Lady's shoes're slick, you can bet on not seein' those rubes again, suren.
The Abyss is a place filled to brimmin' with dangers, death, and dismay in every form imaginable for any sod that is green enough to do a-wanderin' into it. Chaotic fiends, known as tanar'ri, inhabit every nook and cranny of the plane, as it is their home, and any berk that happens to be non-tanar'ri is as good as meat. And that, bloods, is just for starters - that is not even to mention the facts that while most planes only have a finite number of layers of blek to deal with, the Abyss is infinite! That's right, bashers, the Abyss is infinity that is just full as a Guvner's quill with all sorts of tarmy horrors that would much rather rend a body limb from limb than look at 'em!
Chaos and evil combined, in the worst possible ways are what the Abyss is comprised of bloods. And what's more is that there is more of it than the Guvners can catalogue. When ya put those two facts (and they are facts, sods, don't mince none about that, suren) together, you get one thing - worlds o' pain. Take it from a tiefer who's been there, suren...
http://www.planewalker.com/

So far, a lot of bugs that were in the original demo have been fixed. You can now buy things from the trader in the Warrens of Filth, and it is possible to find a way to get past the guard. I am currently working on a subquest in the Warrens. When I'm done working on Sigil (and probably another plane), I will most likely release an expanded demo.
Since I know almost nothing about D&D or Torment, I had to pick some information on a site about 'Planewalking'.
------------------------
Excerpt 6351,
-notes on Sigil,
Year 127 of the Reign of Factol Hashkar...
"Sigil, the center of the multiverse, the Cage, the City of Doors... Now there’s a kip that has driven Guvners mad and made barmies into gods. It’s a strange one, no doubting, and as sure as Avernus is hot, Sigil will always leave ya pondering.
"If you think of the multiverse as an apple, then Sigil’s the core, and right there in the middle is the Lady - a great worm trying at once, to eat her way out of her prison and yet at the same time, savoring every morsel of her all-sustaining and unforgiving cage. Now a lot of top-shelf bloods would not take to kindly to me calling the Lady a ‘great worm’, but that’s just how I see it.
"Here’s the chant - any blood that can shrug off the powers (and mind that’s plural, sod) and yet remain encased within the very prison that she commands is worthy of great attention, plenty of respect and a wide birth of caution. Those three facts about our Lady tell me three simple things, as well: one, that the Lady is as powerful as they come. Two, that she has something top-shelf to hide. And three, that no sod's gonna know what it is until She's good and ready for 'em to hear it. But here again, you have not read these pages to lann the chant on the Lady, but rather, her home-cage known as Sigil.
Outer -> Outlands -> Sigil
--------------------------------------------------------------------------------
The Planewalker's Guild
The Planewalker's Guild has returned to Sigil and is ready to take on the multiverse!
Guildmaster: Balthasar Thames (CG male human Wiz13)
Faction/Sect Symbol: The Guild’s symbol is that of a golden doorway over a silver staircase, at the base of which lies a blue enamel river and brown enamel tree roots. The symbol is often embroidered upon a sash or worn upon a belt, amulet, ring, or most commonly a broach.
Dues/Benefits: The Guild charges a monthly fee of 6 stingers which it uses to commission the exploration and mapping of certain planar locations, as well as to supply these maps and all relevant information to members at a nominal fee, or often no further cost.
Faction/Sect Philosophy: Exploration of all known planes of existence.
----------
Excerpt 56,
Ashy's Abyssal Opinion,
Year 16 of the Reign of Factol Hashkar...
The Abyss. Now there is a soddin' place that the mere mention of the name gives both canny 'walkers and green primes cold chills and nightmares for days. It is not a place for leatherheads, as sure as Garggins stink, and a wise basher would steer well clear of the place while on and about the Great Ring. For some reason, though, some berks still want to go to the Abyss. "Let's see the tanar'ri!", they'll say, or oft time, "I wonder what the Plain of Infinite Portals looks like?" - well, as sure as the Lady's shoes're slick, you can bet on not seein' those rubes again, suren.
The Abyss is a place filled to brimmin' with dangers, death, and dismay in every form imaginable for any sod that is green enough to do a-wanderin' into it. Chaotic fiends, known as tanar'ri, inhabit every nook and cranny of the plane, as it is their home, and any berk that happens to be non-tanar'ri is as good as meat. And that, bloods, is just for starters - that is not even to mention the facts that while most planes only have a finite number of layers of blek to deal with, the Abyss is infinite! That's right, bashers, the Abyss is infinity that is just full as a Guvner's quill with all sorts of tarmy horrors that would much rather rend a body limb from limb than look at 'em!
Chaos and evil combined, in the worst possible ways are what the Abyss is comprised of bloods. And what's more is that there is more of it than the Guvners can catalogue. When ya put those two facts (and they are facts, sods, don't mince none about that, suren) together, you get one thing - worlds o' pain. Take it from a tiefer who's been there, suren...
http://www.planewalker.com/