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.
1