City of Indolence
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4/28/2019 10:22 pm  #1


Planescape Campaign Session Zero

Someone wise and dead once said that the first step towards gaining knowledge is the acceptance of ignorance, or purchasing a book.  Congratulations!  You've done at least one of those things.  Unless you've stolen this book, in which case you owe me royalties.  And I will come for them.

I'm going to make several assumptions about you for expediency's sake, and because this isn't a fancy magic book.  One: you read the title and decided this book applies to you, so you're new out here.  Two: you come from a world you once, and perhaps still, consider big.  Countries and continents, kingdoms and empires.  Three: No matter how you got here- through years of careful planning and arcane study, after a desperate and daring escape, or by sitting in the wrong chair with just the right color shirt on, you're ten paces past overwhelmed.

So here you are, fresh from a prime material plane (the? no one's really sure yet), new to the scene, wondering what the sneers are for when you call it the Plane of Concordant Opposition. 

Welcome to the Outlands.  Welcome to Sigil.
Some degree of panic is appropriate.  



It’s not like the Prime out here.  Three main concepts. First is ‘infinite’.  The Wheel stretches out to infinity. In the center, the Great Spire rises up to infinite heights.  And on top of the Spire floats Sigil, the City of Doors, an infinite metropolis on the inside of a torus. Drives primes barmy, tellin’ em that.  How’s infinite got a center, then? How d’you get to the top of an infinite height?  How’s a berk supposed to get anywhere in an infinite city?




 

Second concept: thoughts don’t just rattle around in your heads out here.  Thought is power, belief changes things. You still travel by putting one foot in front of the other, but the intention to reach your destination is just as important.  You’ll get to where you’re going. Of course, if finding you is on someone’s mind, they may just get to you first.





 

The third concept?  That’s the Rule of Threes.  The Grand Design seems to favor the number three.  Inner Planes, Prime Material, Outer Planes. Evil, Good and Neutrality.  Prime, planar and petitioner. See two things, look for the third.


Taken from "The Outlands Guidebook for New Primes"
by Dara del'Armgo







 

Last edited by neios (4/28/2019 10:24 pm)

 

4/28/2019 10:31 pm  #2


Re: Planescape Campaign Session Zero

I thought it might be fun to do a workshop/session zero here on the forums.  I will share some of the lore I've been putting together to help you with character concepts and understanding the setting.

From what I remember:
Erindor posted a character already, a minotaur barbarian
Coyote is going to play a modron caster of some sort (I forget which- cleric?)
Thug is going to play a Warforged
Gorzy is playing
Captain Nasty Fuzzly is playing
MHA is interested

I'm open to all official character concepts.  I will consider any homebrew classes or races.  

You can be from any official world setting.  I will consider any homebrews, but try to keep them to basic DnD tech level (black powder is rare and not mass produced).

Your characters are not currently based out of Sigil or the Outlands, but your backgrounds and what you're doing right now are otherwise open.  This info is to give you some flavor and knowledge as a player.  The PCs don't know any of this stuff yet.

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4/28/2019 10:32 pm  #3


Re: Planescape Campaign Session Zero

Here is the Modron PC race we tweaked for Coyote:

Modron
Ability Modifiers- +2 Int +1 Any Other
Age: Maturity when created, natural lifespan unobserved
Alignment: Lawful Neutral
Size: S
Speed: 25 Feet

Languages: Common, Modron, Two Additional Features:Mechanical Legacy- You know the Mend cantrip.Singular Purpose- Modrons are designed upon creation to fulfill a certain task with utmost efficiency. You gain proficiency in one skill of your choice.

Living Construct- Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Last edited by neios (4/28/2019 10:33 pm)

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4/28/2019 11:12 pm  #4


Re: Planescape Campaign Session Zero

Keeping in mind that the infinite is different out here, understand that The Spire sits at the center of the Outlands.  Sometimes we call it the Great Wheel.  Close to the Spire, the land is dusty and rocky, but stable.  So stable, that magic doesn't work.  Spells won't do their thing, enchantments do the bare minimum to hold together but certainly don't work like they are supposed to.  Up in Sigil, everything's fine magic wise.  And the further you get away from the Spire (moving rimward as opposed to hubward), the more the weave loosens up, allowing regular spell casting.

The Outlands are the place where the borders of the Outer Planes all meet in the middle.  Scholars and other bookish fellows call this place the Plane of Concordant Opposition or the Plane of Neutrality.  Nobody calls it that in polite conversation out here.



As you move rimward, you can closer and closer to the border of one plane or another.  The Outlands change closer to those edges.  The land around Ysgard and Arborea are much more verdant, filled with game of all sizes and disposition.  The path that winds it way down to the gate leading to Acheron, the Infernal Battlefield, is lined with a series of camps where hardasses train endlessly.  Along the rim, where the Outlands border on each of the Outer Planes, you'll find large gatetowns like Bedlam for Pandemonium, Automata for Mechanus, or Plague-Mort for the Abyss.  These are settlements that cater to importers, adventurers, armies and spies.

  
 

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5/01/2019 7:19 am  #5


Re: Planescape Campaign Session Zero

There are scholars that say the City of Doors is a whole plane, an infinite city folding back on itself.  It is divided into districts, which are subdivided into wards.  Portals to anywhere means a constant flow of beings, goods, treasures and jink.  Sigil would be the ultimate prize for any greater power, and it'd be ripe for the picking if it weren't for the Lady of Pain.



Her Serenity sets the basic rules: no gods, no moving armies through, no teleports in or out. She’ll come when her workforce, the Dabus, call her too- so it’s best to stay on their good side. She’s straightforward about enforcement- flay your skin right off with a look, or send you to the Mazes.  Cutters have a saying, goes ‘pray for flay’.

   

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5/01/2019 10:59 am  #6


Re: Planescape Campaign Session Zero

Mazes are a minotaur's specialty!

 

5/01/2019 7:31 pm  #7


Re: Planescape Campaign Session Zero

this is all delicious

 

5/02/2019 6:54 am  #8


Re: Planescape Campaign Session Zero

neios wrote:

Here is the Modron PC race we tweaked for Coyote:

Modron
Ability Modifiers- +2 Int +1 Any Other
Age: Maturity when created, natural lifespan unobserved
Alignment: Lawful Neutral
Size: S
Speed: 25 Feet

Languages: Common, Modron, Two Additional Features:Mechanical Legacy- You know the Mend cantrip.Singular Purpose- Modrons are designed upon creation to fulfill a certain task with utmost efficiency. You gain proficiency in one skill of your choice.

Living Construct- Even though you were constructed, you are a living creature. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

modrons are so awesomely funky.

 

5/02/2019 7:22 am  #9


Re: Planescape Campaign Session Zero

Dara's editor seems to judiciously use offset boxes of eyecatching informational tidbits.

Did you know?The dark about...Belief
 I said before that in the infinite planes, thought has power and can take form. Knowing your destination, visualizing it, believing in your route, are all necessary to get you where you are going. But belief isn’t just about getting around on the planes.  It can change the shape of things.

Here’s an easy example: Sigil.  Sih-Gilll. Hard G. That’s the original name of the City of Doors. But enough clueless berks pronouncing it Sijil over time has changed reality's shape, and now almost everyone does. Almost seems like nothing arcane's involved, eh?

 Scale that up.  Bloodcrest was a town of deaders in the Nine Hells, ruled over by some famous archdevil's second cousin's housekeeper.  Not the friendliest place, Bloodcrest. But a convenient trade hub for infernal goods, not too deep into the Hells.  Over time, Bloodcrest became less attuned to the Nine Hells, more metropolitan. More neutral and accessible in peoples' minds. Gradually, the town and surrounding area shifted over to the Outlands.  Bloodcrest is still a devil town, still right on the border, and maybe one day it’ll give the Wheel the slip again.

 

Last edited by neios (5/02/2019 7:23 am)

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5/02/2019 7:34 am  #10


Re: Planescape Campaign Session Zero

As the central hub of the multiverse, Sigil gets all types.  The Lady lets them in (if they aren't greater powers or gods), and lets them stay if they don't cause too much of a ruckus.  Devils, slaadi, angels and gehreleths are all pretty common visitors and residents of the city.

As far as mortals go, you've basically got three categories:
Primes are sods from the prime material plane.  We give may give you lot a hard time for being clueless, but most of us know it isn't really your fault. Out there, your average berk don’t concern himself with the structure of the multiverse, whereas out here you can’t ignore it.  A street urchin from Sigil knows about the Great Wheel, whereas a farmer from Krynn knows about turnips and dragons. And probably what dragons like turnips the best. So it’s unfair to treat you as completely ignorant.  

Petitioners are dead berks.  Deaders. Simple as that. Once lived, now dead- not to be confused with the undead. They aren't ghostly or zombiefied. They’ve gone on to serve their gods, or fulfill any death contracts they entered. They look just like regular folk, although many have a divine mark on them somewhere. Usually you'll find petitioners in the realms of their respective gods, awaiting whatever fate they were promised with very little memory of their previous life. But they live and work and serve as agents of their gods in Sigil, too.   

Planars are all the rest of us that aren't primes or petitioners.


 

Last edited by neios (5/02/2019 7:34 am)

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