Path of Evil 2 (no it's not coming out, but spoilers obviously)

Was there ever going to be a Path of Evil 2? Yes, there was, but I’ve abandoned it and have not worked on it in at least five years. I do have the files for it.

Path of Evil 2 would feature Tan, the companion from the first campaign, as the pc. Plot and such will be in the second post, here are some screenshots:

Sigil, this is all a single map, though I may have wound up having to split it into sections as walking up stairs and on walkways over buildings to get from one side to another may have been too much for the walkmesh to handle:








Sigil locations:
A temple to Oghma, where you could pick up a companion. Players of Crimmor will recognize it as a lightly reskinned copy of the wizard enclave there.



The Crafter’s Guild:



Somewhere in Undersigil, Illithid have made a home:




The Slags, one of the first areas you would visit:

The plane travelling ship, which would wind up serving as your home base to travel (it’s actually buried in Undersigil, I set some default lighting so you can see the area). You may recognize the rings around it from my flying ship parts package:



Dare to Tread, an area in Sigil. Yes, sections of the area are set high in the air like that:



Sigil, The Great Foundry. You would be entering via the roof:




Sigil, The Shattered Temple, headquarters of the Athar (plus a reference pic):




Sigil, a wizard’s college:

Sigil: the exterior of the torus, above your head, the Outlands lie below:



Sigil, torus interior, with a brighter shot to show detail:



Citadel Cavitus, the Quasi-elemental plane of Ash, and a location therein (the second pic has non-default lighitng so you can see it):





Temple of the Godslayers, a sourcebook location on the astral plane (you can see the placeholder for your planar ship docked at left):



The location of the Divinity Leech, an attempt to mine divine energies from from one of the dead gods that float in the astral seas:



The interior of the aforementioned dead god (yes, those are chakra symbols/colors):

A location in the Outlands:

A demi-plane (area based of the halfling village in a bag of holding prefab):


Ygdrassil:


A village on the upper planes, based on the Reds Wilderness Village prefab. The areas was not complete:

Xug’droruth, a prison on a level deep in the Abyss known as Xuhihm. Xuhihm is home to your companion Tan from the first campaign:




The obligatory testing area (it’s a completely separate module full of placeholders, used to test quests, scripts, conversations to vastly speed up testing), showing how far I’d gotten. At the bottom is the progress on the main quest, and at the top are the eight implemented sidequests:

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Main plot for Path of Evil 2:
The PC from Path of Evil 1 granted the companion Tan his desired restoration of full demonic blood from his tiefling status in PoE1. With his blood restored, but still bound by the power of the Crown of Maulalanth to not harm it’s wearer (aka the PoE1 player character), Tan uses the door to the planar inn in the basement of the Ekkathys stronghold to travel to the planes. His goal: to claim his home plane in the Abyss for himself, and along the way extract some revenge on those that tried to make him mortal.

note: I wasn’t going to import the companion from PoE1 and then force him and his build to be the PC, having his full demonic heritage restored would have provided the justification for any class or look changes. Since Tan was never his real name, and he always used it as short for Tanar’ri, the player was free to pick a name. Race would be set to Outsider, since you were a demon, and you’d get full benefit of that heritage (You were previously specifically a Babau demon, though since restored you are no longer one). Also, you would leave your weapons from PoE1 behind, since planar differences would leave them non-magical. You’d start at level 1 and be auto-levelled to around level 15-18 to represent what happened in Poe1. I hadn’t quite decided the exact level.

Main Questline

Tan had placed a cache of equipment in Sigil while he was a demon in case one of his assassinations during his time as a babau went bad. First quest is to locate it. It’s in Hive Ward somewhere. When he locates and opens the cache the servant of The Us (see the Faces of Sigil sourcebook). The Us has been watching Tan and crew as they search for the cache, and impressed by their work, wants to hire them.

The Us offers information in return for work, Tan agrees to that, trading the location of his torturers for taking out an illithid hive. Tan and crew take out the hive and return to The Us. The Us does indeed give Tan the location of the torturers.

The problem is going to be how to get to them, since they are located on multiple planes. Fortunately, there is a planar capable ship, it just crashed in Sigil a hundred years ago and has been built over. Party has to get into it, activate it, and get it running. It doesn’t have free movement, but can plane shift to specific destinations that are known about (if the party gets a map to them).

The second problem is how to permakill the various demons Tan wants to kill, since at least some are not on the home plane and are intelligent enough to stay away so they can’t be perma-killed. The answer to that is to forge a weapon capable of permanently killing a demon that’s not on it’s home plane. The party does research, and discovers there is a way to forge a weapon capable of doing that. It requires several things, such as the blood of a god, and a chunk from the heart of the plane in question. But that’s ok, Tan is going to rip out a piece of the heart (or nexus or something) of home plane and forge it into a weapon, and use that to kill them, in essence bringing the home plane to them. The home plane (most abyssal planes are quasi sentient) isn’t exactly cooperative with the idea of having a piece of itself ripped out. The permakill weapon itself may only need to be used on the dead body, it may not be large enough to be used in battle, such as a knife, this makes it not required to be a “universal sword” like the OC Silver Sword.

The planar ship gives them a mobile planet travelling base that works as a stronghold, the players have to get repairs done of the damage they caused to the ship in taking it, get it prepared for travel to given planes, hire some crew etc. It also works as a stronghold base for companions to be waiting if not in party.

Once Tan eliminates the three demons that tortured him, he sets his sights higher, eliminating the lord of the layer (the demon who usurped the throne when Tan’s demon lord was killed). Trying to reach and kill the lord of the layer on it’s home layer is effectively impossible, since there’s hordes of demons serving it, and it’s pretty well unstoppable on it’s home layer due to it’s control over the plane. But Tan(the pc), figures if he can lure the lord off the home layer, he can kill it with the planar killing blade…

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Companions:
Carcarin, the human wizard. This is the same Carcarin from Path of Evil 1. When Tan disappears, she swiftly figures out what he must have gone to the planes using the planar inn. She follows him and closes down the portal using her skills so no one else can follow, as the Crownbearer (the PoE1 pc) might send people after them for deserting. With the aid of her magic she quickly tracks Tan down and offers to aid him in exchange for his aid in getting answers from and dealing with Opehexh, the demon that’s been torturing her since her childhood.

companion sidequest: find and get answers from Opehexh.

Aymaq, a githyanki former knight of the Lich Queen. He is a fighter/blackguard. He believes the githyanki reliance on the Lich-Queen, and her policy of destroying any gith that get too powerful, are holding the race back. In other words, he’s not good, he just believes how the Lich-Queen is evil is holding the gith back from their true power. He abandoned gith society and went rogue before reaching the power level that draw’s the Lich-Queen’s attention (in sourcebooks, level 12). He is now well above that level. He comes to the aid of other outcast gith, as he believes the race’s future must be with them.

companion sidequest: a rogue gith outpost sends a representative requesting his aid, the Lich Queen has discovered the location of the outpost and is sending gith warships and one of her black dragons to destroy it. The party arrives via their planarship mid-assault. Party would have to board and seize control of at least one enemy ship by taking it’s helm.

Serer Misk: the Shadow Thief Guildmaster of Crimmor: human male thief. His name wasn’t revealed in Crimmor, and the name he gives is likely an alias anyway. What? How did he survive the events of Crimmor? He told you (the Crimmor PC) he had a plan… Kelemvor is not exactly pleased about that. Both him and Zharydhai hunt down the PC while under Geas to kill the pc, but what are the terms of a Geas to a master of the fine print in the contracts of Crimman commerce? He wants to get back to the Prime, but the terms of the Geas prevent him from doing so immediately.

companion sidequest: Kelemvor sends an Inevitable (Inevitable | Forgotten Realms Wiki | Fandom) after him.


Shivari, female cleric of Oghma: Meets the PC during the main questline as they investigate thefts from the temple of Oghma. Joins in order to hunt down the thieves, which are known to be illithid at this point.

companion sidequest: wants to locate the base of the Gorsedd Primrose, a powerful druidic circle thought to reside somewhere on Yggdrasil. The location of their base is information (which is important to Oghma and his priests), and information is valuable.


Party sidequests:
Court of the Godslayers: A group of powerful Athar calling themselves the Godslayers have taken it upon themselves to actually kill a god. The Athar themselves have disavowed this group, feeling that another god would just step in to take over from the dead god, and that while the Godslayers have been disavowed, the whole thing attracts unwanted attention from the god and it’s followers.

The Divinity Leech: Several groups want you to look into the activities of a man named Ghyris Vast, who has set up shop on the body of a dead god in the astral plane and is building something he called the Divinity Leech, a machine which will be used to siphon the remaining life energy of the dead god. He claims this energy will let him do all sorts of things. Apparently the Divinity Leech is near completion. He is expected to have hired plenty of guards and be well guarded to make sure no one interferes with his completing the Leech. Does the Divinity Leech actually work? That’s something for the player to determine.

College of the Gramarie: The college is devoted to the science of the arcane. The Department Heads of the Departments of Geoccultism and Yggdratecture are missing, though not believed to have left the College. The party is hired to find them. Turns out they looked into something they shouldn’t have, and it looked back, transporting them to a demi-plane. How to access this demi-plane, and then how to get out, and how to deal with whatever did this to them, if it can even be dealt with? You’re going to need a chocolate quasit for this one (since it’s a plot mcguffin here and callback to Planescape Torment). The College is taken from the following forum: Fanciful Science: Gramarie, Grafting, and Graphemes

Main quests:

Sigil : Goods Cache
Other than your quest for vengeance, the starting quest for the campaign, allowing the player to get some level appropriate gear without needing to determine what class the player chose: You had a cache of items prepared and hidden away in Sigil case one of your previous assassinations (during your time as a babau) went bad. Due to the fall of Maulalanth and your subsequent capture and torture, it was never used. If it’s still there and you can find it, it may still be available. The items were forged from Abyssal chaos and may not be in the form they were placed in, but even if they are nothing you can use directly now, they could be sold for funds.

Xug’droruth: Price of Entry:
The party is tasked with killing some placeholder creature elsewhere on the map in order to be granted entry to the prison.

Sigil : Illthids of Undersigil:
The party is tasked with locating and eliminating a group of illithid making a base in Undersigil

Wilderchasm: A Unicorn’s Aid
The demon Thothsarun has holed up inside a temple in the village of Wilderchasm in Arborea. The entrance to the temple is magically blocked by the corruption of the waters in and around the temple, preventing entry. Two devas guard the outside entrance, preventing those inside from leaving. The devas have asked you to recruit a unicorn from the forest to the north of Wilderchasm to purify the waters before they will open the temple entrance and allow you to confront Thothsarun. Unicorns naturally detect evil, and you’re clearly evil, so the problem will be getting to unicorn to do this willingly.

Find a Holy Avenger to use in crafting the planar killing weapon Tan needs: One of the late-game quests. This requires travelling to the Gateway to the Afterworld, a temple complex of the power Osiris. Seems to be some ritual going on at the Gateway to the Afterworld though. Seem to be a lot of higher ups there, and I doubt a power is going to be fond of visitors come to mess things up and take someone’s blade, so expect them to know why you’re there. (The exact deity/temple was subject to change if I couldn’t figure out some way to make a quasi-egyptian themed area)

NPCs:

Parakk the Ratcatcher: a heavily tattood githzerai who serves The Us. He serves as their liaison with the rest of the world. He’s not particularly bright, but he is obedient. (npc taken from the Faces of Sigil sourcebook)

The Us: one of, if not the largest, collective of cranium rats in Sigil. With over a hundred and ten members, The Us has near godlike intelligence which is combines with cranium rats ability to get just about anywhere in Sigil, giving it a vast knowledgebase that the player hopes to tap. (npc taken from the Faces of Sigil sourcebook)

Anaana: the pilot of the planarship, Anaana is an insane aboleth that resides in the milky liquid filled structure in the middle of the ship (since there’s no aboleth model, Anaana lives in the depths of the liquid and can’t be seen, sort of like the aliens in Arrival). By insane I mean not actively hostile, and seemingly helpful, so insane by aboleth standards. Anaana has spent the century or so since the planarship crashed into Sigil contentedly exploring ancestral memories and occasionally mind controlling some unfortunate to enter the ship and be a meal.


Samroenne the Deva: She has supplied weapons to Opehexh (see Carcarin) and his demons for use in the Blood War for hundreds of years, and behind his back to devils as well. Samroenne and Opehexh made a bet on several humans around the planes regarding the conundrum of humanity, one of those human’s being Carcarin’s father. When Carcarin’s father died and they couldn’t locate him in the Fugue before passing to his final plane, Samroenne and Opehexh decided to pass the bet down to her. Both sides cheated on the bet, Opehexh openly harming Carcarin, Samroenne in disguise helping her.

Pound of Flesh: a demon and reviewer of Sigil’s eating establishments whose palate is so refined he can tell a great detail about a person’s past, all it costs is a pound of flesh. A pound of flesh that Pound of Flesh must eat directly off the participant. At least he is quite polite about it, even to the point of offering the participant a potion to heal the wounds (the scarring is horrific and permanent however). Pound of Flesh appears in both Carcarin’s sidequest, and in the main quest. In the main quest he would be paid to eat the freshly dead body of one of Tan’s tormentors, permanently killing them (this method of permakilling a demon not on it’s own plane was taken from a sourcebook).

Dean Sutsk, head of the college of Arcanodynamics at the College of the Grammerie. Hires the player to locate the missing Heads of the Departments of Geoccultism and Yggdratecture.

The grafter: unnamed bladerager troll selling black market flesh grafting out of his shop in the Fear To Tread section of Sigil, which would grant permanent bonuses.

Corfiz Kubati: gnomish wanna-be astronaut. He’s built a rocket with the aim of being the first to reach the outside of the Sigil torus. He needs help finishing the rocket, namely acquiring some pyrohydra heads to use as the rocket thrusters. And he’ll need a crew for the rocket once it’s done, but don’t worry, it’s totally safe, Corfiz will be going on the rocket himself with the crew.

Did I mention Corfiz is a gnome?

Honul, first among our circle. leader of the myconids in the Sigil torus heat exhaust chambers: The myconid give offerings for those above in return for the night soil (aka humanoid bodywaste) that is dumped down upon them by those in the pipes above. A recent night soil deposit proved to be bad spores, causing some myconids to leave the myconid circle and become hostile. Now the myconids are unable to trade, as the group that left now control Pipe To Above.

npc druid: I’m not sure I gave her a name. She wants to hire the party to sabotage the Great Foundry, believing that “Sigil is the pistil of the flower of the multiverse. The hub of the Great Wheel in more planar terms. Instead of struggling to breathe the air and drink the water, life should be vibrant here, life could be vibrant here.”

Kobin Nitsk: Secretary of the College of the Grammarie, and former Assistant to the Great Foundry Supervisor, in charge of maintenance. Former, he has come to agree with the npc druid regarding the Foundry.

Ghyris Vast: the builder of the Divinity Leech. (npc taken from sourcebook)

The Dead God: Their body is being drilled into by the Divinity Leech. They speak with the party if the party enters their body, having a philosophical conversation, and have a series of challenges for the player if the player is confrontational. These challenges take place on a map of the chakras of the dead god, with each challenge being themed to one of the chakras. This was not fleshed out beyond setting up some themed creatures to represent each chakra. The dead god’s identity, background, powers, etc were not decided on, though the chakra idea suggests they were from a religion believing in that. The dead god would continue their conversation with the player as the player defeated their challenges. The idea was that the player, being evil, would likely decide to take some of this power for themselves, and get some permanent buffs out of it. The dead god was fatalistic about it’s fate, being already dead.

Akhkum: one of Tan’s torturers, living on the Upper Planes and pretending to have become reformed.

Ralrakir: one of Tan’s torturers, currently running a gang in the Fear To Tread section of Sigil.

Thothsarun: one of Tan’s torturers and currently headmaster of a prison on Tan’s homeplane.

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Those areas look really good. Perhaps a tad too ambitious though?

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That’s some areas I always wanted to do ! They look amazing did you do the custom CC yourself? I know this is quite the heavy work !!! As soon as you want a really cool area or a cool scripted event, the amount of work start to be dangerously hight !!! Also the concept of the ship traveling accross different area, I also always wanted to do something like that (not a ship, nothing finalized). I couldn’t beleive Kamal stopped to mod :slight_smile:

Now he was just hidding somethign trully awesome.

When it come to custom content and area making there is so much I have to learn!!! Those areas are trully awesome !! Making something like this takes so much time !

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If you’re referring to the areas that take place in the air, such as the foundry roof or the godslayers temple, those are actually pretty straightforward from a walkmesh perspective. I also planned a city in the trees, in the air (built using a prefab city in the trees), githyanki rebel outpost. Both my Crimmor and Bedine campaigns have areas that are entirely in the air, including non-flat terrain. I have a known and written down workflow for doing it, plus visual trickery for removing visible ground altogether (ground height is set to 100, so it’s above the camera). The planar ship access level, with it’s elevated set of steps and walkways to reach it, is something I’ve successfully tested ingame (at least as far as the connection between the walkway and the ship itself, which is a walkable ship model).

Foundry interior and the Sigil exterior itself only have problematic walkmeshes due to that bane of walkmeshes everywhere, stairs. However in planarship exterior I’d managed to do a working walkmesh of ten or twelve stair shaped and flat walkmesh helpers connected to each other. Sigil exterior could be split into two pieces easily to take care of walkmesh, but I wanted the coolness of walking on the walkways between the two sides of the area. The places the player needs to enter in one side of the sigil exterior could be move to be all ground floor entrances. Foundry interior could be adjusted so the player enters at floor level, and the control room the player needs to reach is also floor level (I figured walkway combat would be “cool”).

Performance wise, these areas are less dense than the city exteriors in Crimmor. Only Sigil exterior approaches the object numbers of the two larger Crimmor exteriors.

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For the ship travelling across different areas, the ship wouldn’t move in the area, it would teleport in. Since it could only shift to places it had known coordinates for (an easy way to set up quests is the search for coordinates to provide it), it could be built into the area. So once the design of the ship was finalized I would just copy/paste it into each area it could appear in. I don’t think there were going to be any areas you could access without the ship, that you would later access with the ship, but that would be doable by just having two copies of an area, one with the ship in it.

Basically, it’s a stronghold, but with quick-travel options. Think of it like a Tardis :smile:

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For reference

Making the walkmesh and ground be two different levels

Kivinen ( Neverwinter Nights tools ) made a number of utilities for manipulating nwn/nwn2 files. SGK73 figured out how to use the trnpack and trnunpack utilities to have an area with a walkmesh different than the visible ground, which he used to create snowdrifts for a player to walk through. The original area that came from is here: Neverwinter Nights Guide - IGN

SGK73 explained how he did on that page, but it wasn’t clear for me. I’ve put his original comments in italics, and mine in regular. I rewrote parts 8 through the end for more “I need to be told exactly”, which I personally needed :slight_smile:

First you need to work in a directory for this to work, you should be anyway because it’s a lot more stable saving than a mod file and alot faster.

1:make base terrain, ground level.

2:plot the walkable tiles (basically, figure out where you want to be walkable)

3: SGK was doing this to get a good snow height, if you are doing other things you may not need to do this step. place helper objects the “Sunken City {Ruins 01 (X1) TINT}” scaled to 0.2264802; 0.2264802; 0.2264802 is a good choice since the bevel on it coincides with an average humans hip and the top of a minimal halflings head. Place these, lot of them, all over the walkable area and some on paths leading out of the area. Position lock all of them.

4:bake this area and duplicate it, do not delete it as you will need it later when you need to modify the walkmesh.

5:in the duplicated area use Raise, Lower and Smooth to create snowdrifts and snowlayer. A size 1 brush with a large falloff of about 8-15 or so depending on the area being raised, with about 5 to 15% pressure. (Basically, make your intended visible ground.)

6:save and close the toolset, this was necessary at least for me since
the files was locked by the toolset it seems, at least it crashed :).

7:BACKUP YOUR MODULE

8: In windows explorer, make a tmp folder in /modules or on the desktop or wherever, copy
the [area_of_walkmesh_to_use].trx to the tmp dir

  1. If you haven’t already download trnpack.exe and trnunpack.exe from Neverwinter Nights tools / Downloads . Save them into this tmp folder.

10: Open up a command prompt, and from the command prompt navigate to where your tmp folder is, and unpack your trx with the command: trnunpack [area_of_walkmesh_to_use].trx

11: In windows explorer, in this tmp folder there now should be a file called [number].aswm, copy this file somewhere safe as it is the walkmesh you will insert into the other area, delete the other files including the .trx you copied, make sure that you copied it and not moved it. (it didn’t seem to matter if you copy or move for me)

12: In windows explorer, copy the [area_of_visible_ground_to_use].trx to the tmp dir and unpack it with trnunpack (same command), In windows explorer, delete the [number].aswm copy the other first .aswm file that you saved elsewhere, to this dir.

13: In windows explorer, make a folder in this tmp folder, call it area1. Move all the non trx files from your tmp folder into this area1 folder.

14: From the command prompt use trnpack with the -d and -o switches to pack all the files together in a new .trx. The command is: trnpack -d area1 -o [area_of_visible_ground_to_use].trx . The -d area1 tells the program what folder to look in, the -o (the letter o) part tells the program what to name the trx file it creates. The file will be created in the same folder as the trnpack program (in this example, the tmp folder).

15: Copy the resulting .trx file from the tmp folder to the original module folder, and overwrite the original trx.

16: Run the module. (you can safely load the module in the toolset and run it via the toolset).

17: Say “Thank you Kivinen and SGK73!” This step is optional, but highly encouraged :slight_smile:

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Updated the third post with detail on quests, companions, and npcs, as well as screenshots of sample dialogs. The conversations are linear since they are the initial lines through dialog, I work those out and then add branching options where needed later. The initial workthrough establishes the general tone of the npc for when I come back to their conversations to flesh them out further. Often I’ll just enter [placeholder] for when I need to refer to some npc or item that didn’t have a name yet, this allows me to later search all conversations in module to eliminate these placeholders.

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So, umm, where are the files, since I kind of implied I’d release them? tldr: they are safe in offline hard drives.

Well, I built a new pc back in October to replace my 10 year old Win 7 machine. But since I didn’t really like Win 11 I kept using both with the new one as secondary. I finally decided to switch to the new pc as my main pc and just deal with Win 11. So I powered down my Win7 machine, disconnected all the extra drives in it to get them moved over to the new pc, and put the project aside for a week.

A few days later the Win 11 pc’s power supply went kaboom in the middle of the night. (top rated for reliability brand, and was rated for far more wattage than I use, I just got a bad one). And by kaboom I mean a big enough kaboom it knocked my pc speaker off the desk and the smell of the magic smoke permeated the room. Anyway, power supply is sent of for warranty service, hopefully nothing else damaged in the win 11 pc.

Turn my old trusty win 7 machine on and soon get two hardware overheat auto-shutdowns. Never had an overheating issue prior in the 10 years I’ve had it. Checked the cpu heatsink and fan and it seems well connected. Reseated things just in case, and it still was running much too hot and threatening to overheat.

So I’ve downloaded a cpu overclocking utility from Intel and have it underclocking my machine, and I’m kind of suspicious that if I turn it off to reconnect the drives it might just not want to turn on again, leaving me pc-less until the replacement power supply arrives and I confirm everything’s working on the new pc again.

Because my area building module is a “throw everything in and then keep track of what you use to later remove the stuff you don’t”, it’s too big for online storage. But the files are safe in the offline hard drives.

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That’s some murphy law you got here! I also go one but it is an health issue, I should recover fully, but when it happens, it’s delaying all the plans :frowning:

I hope you can recover a full working setting without to much problems.

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That’s some odd coincidence right there. Anything strange happening in your area? High winds affecting long transmission lines? Utility work? Neighbors stealing power from the substation to animate their Flesh Golem?

Here are the files. If you’re going to check this out, make sure you see paragraph on the Vault’s limit for file sizes/types, I had to work around that.

https://neverwintervault.org/project/nwn2/module/path-evil-2-files

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Gramarie! I love to see it. I was sad when Kellus (the creator of this system) disappeared. I wonder what happened to him. Gramarie works well in the context of Planescape too. Kudos for including it.

Yes, it’s a great way to flip the standard wizard stuff into a “this is how it really works…”, and that sort of “this is how things really work you uneducated prime plane denizen” is definitely built into Planescape as a common attitude towards prime material plane dwellers. It’s also chock full of wonderful arcane technobabble (arcano-babble?) that seems like it would be right at home in Planescape.

And there’s enough structure there that it provides ready made plot mcguffins. Party needs to know more about the structure of the Planes? See the Yggdratecture department to find out more about how Yggdrasil connects to all the planes. Oh, you need some specialist thing done? Well here’s the material components/plot mcguffins you’ll need to find.

I’d imagine it would also be useful for the Eberron setting and it’s industrial scale magic level given it’s focus on magic as science/engineering.

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Biollurgy is awesome. It’s also a way to explain mediaeval stasis; there is technology, and gramarie (using the underlying scientific principles of magic) is it, not “scientific method” pseudoscience.