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Plancescape: The Palace MoonHovering beyond the reach of mortals and beneath the notice of gods, thi

Plancescape: The Palace Moon

Hovering beyond the reach of mortals and beneath the notice of gods, this eerily tranquil wasteland awaits those who would explore its mysteries and discover the fate of a vanished pantheon.

Gods die, this is known, as their fossilized bodies are sometimes found floating in the astral sea or interred in great monuments hidden throughout the cosmos. Sometimes they are slain by other gods, or die as part of their own mythology, or shift and reoccur as new deities as the people who they are pledged to go through ideological changes.

This does not explain the absence of the gods that built the palace moon, a demiplane hanging just outside the material realm in much the same way that a regular moon might orbit a celestial body. In its time it was a hanging garden, a lush green paradise where one might lounge in mountain sized castles and observe the goings on of the material plane, basking in riches and radiance and all the splendor their divine might could conjure. Today the moon is a dust-riven wasteland, with its halls and city sized gardens smothered under colorless particulate with those remaining edifices exposed to the air slowly being worn away by time. It is a land ripe for exploration, as the relics of divinity lay scattered among the towering pagodas and basilicas covered with petrified ivory, amounting to not only the treasures of unknown gods but to the flotsam of various celestial courts and clergies born to serve the now absent divinities. It is for this reason that both scholarsandterrible warlords choose to make the Palace moon their home, sifting through the rubble of the dead world in the hopes of finding some fossilized trace of the ineffable.

Hooks:

  • The a powerful druid who’s influence once kept the region stable has gone missing investigating strange omens from a set of ancient megaliths contained within the foundations of an overgrown temple. As tensions between the region’s factions escalate, those who would seek peace reach out to the party to find her and bring her back. After delving the dangerous ruins (and having to overcome some of the druid’s on defenses along with the local critters) they discover her journal. In attempting to stabilize the ruin, the druid activated some kind of portal and pulled something through, after which the party can deduce that whatever it is she summoned dragged her back with it before the portal closed. Their only hope of rescuing the peacekeeper is to retrace her steps, activate the portal and plunge through themselves, surviving the lunar wasteland and get her back, all before war breaks out at home. 
  • In the light of the full moon, the silver inlaid skull of a particular aasimar possesses the power to teleport those holding it to a graveyard on the moon, the spirit of it’s departed owner desperate to return to the land from which it was banished. A fortune hunting thief has purchased this skull from an occultist, and has been using it to loot the graves of the celestial court and turn a tidy profit. The players might find a few of these objects in the local magic shops, with a chance to trace them back to their source.
  • Seeking visions of the divine, a group of mystics cast their mind out to the aether and were cursed with visions of the lunar tomb palace. Extracting from this foreboding omen that the true gods of their world were dead, and all others were merely invading presences, they set about forming a heretical order and stirring up no end of trouble, even after their deaths. These followers of the Lunatic’s Canto can be responsible for all manner of blasphemous crimes across the realm, eventually drawing the party into one of their moon mad rituals the way that cultist are wont to do.

Further Adventures:

  • It’s up to you whether the palace moon is one of the ACTUAL moons of your campaign world,  or whether it exists in a parallel space to one of those satellites, the way olympus as unreachable home of the gods existed parallel to the quite scalable mountain in the Grecian countryside. If it’s the latter, then the Palace Moon may only be accessible by specialized rituals and at particular times of the year, then the palace is accessible to anyone with a strong enough teleport spell, making it a great “ staring you in the face since level 1″ twist to where the villian has their lair.
  • Not to play into the old “ That Wizard came from the Moon” meme, but the moon really is an underexploited place for weird monsters to come from, ranging from old classics like mooncalf , or stranger aberrations that have taken up residence on the moon’s marble halls (thanks @thirdtofifthand@dm-tuz). Let your party enjoy a bit of flash-gordon weirdness, you know you want to! Plus it’s also a good home for angels and other godly beings to hang out that’s not so distant as the afterlife.
  • The vanished pantheon of the Palace moon is a great way to explain “ Silent gods” in your campaign world, regions that are cut off from the divine while others are in communion with their gods and have a LOT to say about that fact. Likewise, a partymember with Aasimar heritage may be descended from one of the celestial courts that dwelt on the palace moon, escaping to the world below after their masters left.

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Arthur C. Clarke: A Fall of Moondust (1961)

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