The Campaign A guide to nevermore History. It was once said that a campaign is like true love, Introduction for the course of neither has run smooth. That being the case, the Nevermore players are still waiting for something, campaign somehow, to go wrong. When I began the game in the spring of 1998, I was coming from eight years of experience Characters as a DM, and four years as a Planescape DM, but never before had I even participated in an on-line game. Now, neverwell any blood worth his salt would be an addle-cove if he didn't admit there were problems, but the occasional DM techniques glitch in scheduling or lack of key players never slowed us down. "What doesn't kill you makes you stronger." Then The Palace again, dealing with the JAVA errors of WebRPG while squinting at tiny font and trying to remember the DM's storyboard story at the wee hours of the morning could very well lay even a canny planewalker in the Dead Book. New monsters Synopsis. The Nevermore campaign is strongly character Links driven, but there is a clearly developing story which is central to the adventures the PCs engage in. A magic book has been stolen from the Palace of Judgement known as the Petitioner's Tome, which contains the names of all the petitioners ever punished by the Palace of Judgement. Not only are these their names, but their True Names no less. The PCs are charged with tracking the tome down, and as they uncover theft after theft, they pierce the veil to gaze upon the true plot to subvert the Lady of Pain. The question is: will they stand by Her side or no? Theme. Above all else, the Nevermore campaign is about the idea of emptiness, of mortals struggling to understand nothingness. Here's an exercise. Try to imagine infinity. If you are at most half-barmy you recognize that it's a bob task, a cat's game, no way to win. Now try to imagine nothing. Can't really pin a positive definition on it, can you, friend? During the campaign the characters are faced with answering these questions, hitting the blinds, and asking the fundamental question: can mortals comprehend nothing? If they can answer this they will have lanned a crucial piece behind the meaning of the multiverse. Characters. Above all things, with the possible exception of the Nevermore campaign itself, are the characters. It is they who change the face of the planes, suffer, prevail, learn, and die. While "The Characters" section examines them in much more depth, they are presented in an abbreviated form here as they first appeared in the game. Alborak (Pl/male voadkyn/F1/Godsman/CG) Callas (Pl/male half-elf/F1/Cipher/NG) Chian Jiang (Pr/male human/M2/Clueless/N) Kanzaki (Pl/male human/F1/Cipher/LN) Qa'nafel (Pl/male tiefling/F1/M1/Indep/CG) Temujin (Pl/male human/P[Self]1/Signer/NG) Tuang-Yi (Pl/male human/P[Chung Kuel]/Guvner/LG) Non-Player Characters (NPCs). Here are the primary friends and foes that the PCs have dealt with or will deal with over the course of the game. Crooked Nell An agent of the vile baatezu. Fo-Pung The PCs' mentor and friend. Fu Xi An exiled bureucrat turned rebellious warlord. Graves Dustmen agent slain in Sigil. Jarl Leather-headed agent of the Mercykillers "Jenmi" A mysterious woman with no memory. Mathwig Scheming agent of the Fraternity of Order. Mmrph Heretic imprisoned beneath the Palace. Morning Glory Petitioner sentenced to life on Elysium. "Lantern Thief" Identified as the dead Rikimaru. Yen-Ti An unscrupulous bureaucrat of the Palace. Adventures. Below the exploits of the characters to date can be found, though it bears notice that more are to come. I. The Lantern Thief Relating the ventures of the PCs to capture the elusive "Lantern Thief" and protect the Petitioner's Tome. After laying the thief in the Dead Book and losing the book to a canny knight-of-the-post, the PCs are ready to get off the wrong foot and onto the right one. The only question is, is the right one right? II. Misplaced Spirit Wherein the PCs pursue an escaped petitioner to Sigil. Battles with lemures are taken to the streets, the party learns of the factions betting on Morning Glory's capture, Temujin strives to earn the affections of a 300 year old elven barkeep, and the PCs manage to rescue Faithful Servant Li and Morning Glory from the clutches of Crooked Nell. III. Innocence Lost The story of the defense the PCs provide for the petitioner, Morning Glory, in Yen-Wang- Yeh's own court and the quest they undertake for Fo- Pung's honor. To prove their dedication to protecting the innocent, the PCs swear to recover Fo-Pung's daughter from imprisonment in Carceri. Their journey takes them to hell and back...in more ways than one.