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Planescape: A Portal of Prophecy

Avatar for LadyofPain LadyofPain
April 03, 2020
3

Planescape: A Portal of Prophecy

New campaign

Avatar for LadyofPain

LadyofPain

April 03, 2020

Transcript

  1. Arriving in the city of Sigil, the first thing an

    adventurer might notice is that this plane is like no other. The streets curve ‘up’ on either side and if you look straight up, you can see the city far above you, so long as there isn’t too much smog in the way or it isn’t raining. Because Sigil resides on the inside of a hollow ring, it can be a bit confusing for first-time adventurers to get their bearings. The architecture and style of Sigil is all over the place, houses and buildings are so tightly packed together that residents are forced to build on top of one another. Outsiders flood the streets of Sigil and this is one of the few places in the planes were walking down a street and seeing a demon isn’t a cause for alarm. The Lady of Pain ensures that anyone who causes too much trouble is sent away to one of her Mazes or is destroyed with a glance. All creatures are expected to keep the peace, though the Lady of Pain doesn’t intervene for anything less than mass destruction or killings. The City of Doors
  2. The Lady of Pain A very powerful being, many of

    the hive dwellers consider the Lady of Pain to be a deity. The Lady is sometimes seen as a floating, robed woman with a mantle of blades around her expressionless face. No one knows how she came to be or what her true purpose is. Her obvious objective is maintaining the balance within Sigil, by throwing defilers and denizens who anger her into one of her magical mazes. Often, she will only interfere when the very balance and stability of Sigil is threatened. She has few laws: 1.) Worship of The Lady is prohibited: No one knows why but any worshippers found will be gorily slaughtered 2.) No harm to any dabus:The are The Lady’s servants and an extension of her will. Dabus-slayers will be flayed and displayed 3.) No challenge to The Lady’s authority: Will be Mazed if lucky 4.) No closing or obstructing portals: May reserve a personal visit from The Lady 5.) No harm to Sigil at large: Advice is not to do it 6.) No deity or archfiend may enter Sigil: More of a fact really
  3. The Dabus The dabus report to and follow to the

    letter the unspoken orders of the Lady of Pain. They are routinely found maintaining the city of Sigil, building walls, destroying buildings, paving streets, and maintaining portals according to the Lady's wishes. Despite the dabus' patient nature, interrupting or standing in the way of their work was a risky affair that might land one in one of the Lady's mazes. The dabus speak only through visual rebuses, with symbols that materialized and filled the air above their heads. They understand spoken language though.
  4. Razorvine Razorvine is the only plant to grow well in

    Sigil, though it grows in almost every plane regardless of the environment. Some inhabitants of Sigil swears it grows up to 6 feet every day, and many use it to coat their buildings as a way of protection against thieves. Razorvine is incredibly sharp, and if handled with bare hands or even using cheap leather gloves will slice your hands into ribbons. The Dabus will cut back the razorvine infestations, and then sell the cuttings to those who will burn them in their fire pits as the plant becomes incredibly hard and brittle once cut.
  5. The Mazes The Mazes The Mazes are the grandest of

    all Sigil’s punishments, and the Lady of Pain saves them for the worst threats to her power. They’re a part and yet not a part of the city, and no sane basher wants to go there. You’d be hard pressed to find a Bleaknik who’d volunteer either. The Mazes are the Lady’s special birdcages for the would-be power mongers of Sigil. The Mazes are just that: mazes. There’s a difference between them and some of the more confused sections of the Cage, of course, or they’d not be much of a punishment. For starters, they aren’t exactly part of Sigil. When the Lady creates a new part of the Mazes, a small piece of the city – an alley or a courtyard, for example – copies itself and becomes a tiny little demiplane. A portal of her making then carries the copy into the heart of the Deep Ethereal. There, it grows into an endless twisting maze that’s got no beginning or end. It just doubles back forever on itself. (Actually, the Guvners insist that the Mazes are still part of Sigil, even though they’re in the Ethereal, so even their location is a mind-maze.)
  6. Wards of The Cage Lady’s Ward: This ward is where

    the powerful, wealthy and those who wish to be that live. While the Lady of Pain doesn’t live in this ward, the richest of Sigil and most of the temples do reside in the Lady’s Ward and is by far the safest ward. Lower Ward: So named because it has the most portals to the Lower Planes located here. Forges and smithies throughout the ward have portals to the Plane of Fire and Elemental Chaos, and they produce a huge amount of the smog-filled air in Sigil. While this ward is always filled with stench clouds of soot, this is one of the most popular wards due to the number of artisans who live in this ward. Market Ward: Everything that can be bought or sold can be found in the markets of Sigil, though its chaotic streets can make finding specific shops hard to find. This ward is where all the money of Sigil is eventually spent, from goods and services to spies and information. Prices are always in fluctuation in the Market Ward and wildly depends on what portals are active and which aren’t.
  7. Wards of The Cage Guildhall Ward: The differences between the

    Market Ward and Guildhall Ward are difficult to spot, as they are slowly merging. The Market Ward is where most of the shops are located, and the Guildhall is slowly being taken over by middle-class homes and the once-grand guilds are slowly dying out in Sigil. Many who wish to find a community of similar races will create distinct neighborhoods, like elves from Arborea will stick together and not allow elves from the Feywild to live in their neighborhoods. Clerk’s Ward: This is the location where bureaucracy takes place inside of Sigil, and where laws and order is maintained. The streets in this ward are constantly tidied, statues of important people are cleaned daily and order is always maintained. The streets are patrolled by the self-imposed guards of Sigil, and many illicit organizations and gangs in The Hive hoping to become legitimate will create offices in the Clerk’s Ward. The Hive: This is the most dangerous of the wards to find yourself walking through at night. This ward, or rather lack of a ward, is what many of the locals think that Sigil is when you distill it down. Gangs, cut-purses and all other kinds can be found in this ward, and the buildings and streets are as chaotic and sprawling as the Clerk’s Ward is ordered. These slums are home to inns, entertainment, services of legal and illegal activities. Be wary of the portals to The Plane of Ooze whose mephits may grab you as you pass by.
  8. Planar Slang Barmy- crazy Berk- fool Bone-box- one’s mouth The

    Cage- nickname for Sigil Cager- native of sigil Cutter- a person with resourcefulness or daring JInk- money or coin Primes- anyone from the Prime material plane Pike off- all-purpose rude phrase Planar-not native to sigil or the prime Turn stag- to betray Wigwag- to chat or talk http://theplanardm.com/planar-slang/
  9. The Athar deny not only the gods' right to pass

    judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. The unofficial secret police, housed in the Shattered Templem, a temple to the dead god Aoskar whose temple The Lady destroyed. Known as the Lost or Defiers. Unofficial secret police
  10. This faction believe that each life is a test, and

    that every person has the potential to become a god. Housed in the Great Foundry. Known as Believers of the Source.
  11. The Bleak Cabal deny that any belief system has any

    merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within.Headquarters in the Gatehouse, the city’s insane asylum. KNown as Bleakers or Madmen.
  12. The Doomguard believe in the sanctity and inevitability of entropy.

    They see the decay and destruction of the universe as necessary; for once it is destroyed all imperfections will be gone with it, paving the way for a perfect new world. Maintain the Armory and are The City Guard. Known as Sinkers.
  13. The Dustmen are the ones who run the Mortuary of

    Sigil and collect the dead across the city. As Sigil has no room for graveyards or crypts, the bodies are either incinerated or sent to other planes that have graveyards or are places of death themselves. The Dustmen are often treated with the suspicion that they aren’t what they appear to be, and some suspect that they might even be the revived corpses of the dead of Sigil tasked with collecting more dead bodies. Many fear that they are stock piling dead, reincarnated bodies but no one is quite sure as to why. Known as Dusties or the Dead
  14. The Fated believe that those with power and ability have

    the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else. Known as the Takers or the Heartless. Work as tax collectors and record keepers housed in the Hall of Records.
  15. The Fraternity or Order believe that knowledge is power; they

    learn and exploit both the natural laws of the universe and the laws of society. Known as Guvners, act as judges and advocates. Housed in the City Court.
  16. Those who reject the other factions and their bureaucratic, hierarchical

    dogmatism; in fact, they don't consider themselves a faction at all. They believe in individual freedom as the highest good. Housed in The Great Bazaar, known as Indeps.
  17. The Harmonium believe that peace and stability can only be

    established under one rule — theirs. They are the police force, housed in the city barracks, known as “Hardheads”
  18. Gaolers and executioners of Sigil’s Prison. Mercykllers believe in justice

    and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. No extenuating circumstances. Known as The Red Death.
  19. KNown as the The Revolutionary League, they believe that social

    order and man-made laws are inherently corrupt and must be destroyed—though none of their members can agree on what, if anything, should replace them. Typically troublemakers and rabblerousers.
  20. Adherents of the Sign of one believe that everyone is

    the center of their own reality and that reality can be reshaped by the power of imagination. Housed in the Hall of Speaker, known as Signers. Sigil’s legislators.
  21. The Society of Sensation believe that accumulating experiential knowledge through

    the senses is the only way to achieve enlightenment., housed in the Civic Festhall, known as Sensates. Typically entertainers of all sorts
  22. Known as The Transcendent Order, they believe that by tapping

    in to the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being.Housed in The Great Gymnasium, work as advisors.
  23. Xaositechs believe that the only truth is revealed in chaos.

    The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Known as Choasmen, mostly found in The Hive.
  24. Kylie the Tout Known as the best tout of Sigil,

    this tiefling can get you anywhere in the city and is friends with almost anyone important enough to be friends with. While her services don’t come cheap, many inhabitants who have lived in Sigil all their life still rely on her knowledge and use her to guide them through the streets of Sigil as well as the politics
  25. Whisper Jar: Sixteen Secrets Anarchists love fire and blade,They pull

    down those who've got it made. Athar spit in the preacher's eye,While false powers bleed and die. Bleakers laugh and go insane,There's no point and life is pain. Ciphers act on whim and hunch, Weird and mystic are that bunch. Dustmen're nought but cold hard death, Life is so much wasted breath. Fated count the jinx they make,Never give if you can take. Godsmen tumble end o'er end, Seeking always to ascend. Guvners order realms of dreams, Making rules and counting beans. Hardheads are an ordered lot, March left, march right, no time for thought. Indeps are a motley crew,Bloods and berks and shouters too. Red Death saw your dirty deed, They'll make you pay until you bleed. Sensates reach to feel it all, True bloods stand, while bubbers fall. Signers think we're in their head,But we'll remain when they're all dead. Sinkers revel in decay,By entropy we'll pass away. Xaosmen embrace discord, random chaos is their word Sigil's guarded by She Who Flays The Lady rules, now and always.
  26. The Prophecy The undying queen’s end is nigh When across

    the planes her tide is high Unlikely heroes troubled by her wrath Will band together and find the path Victory is not assured, take heed Find her soul to make her bleed But if the heroes are found before their power peaks Her reign ensured, the outlook bleak