Sigil is the great city of doors. Suspended above the Outlands by the Lady's will, it lies within the inner edge of a great ring, constantly changing according to the whims of the Lady's servants, and the machinations of the powers within the city. The nine factions bicker for control of the city, and the minds of the people within it, while the Outlands shift far below. Towns, rivers, forests and mountains are all pulled into the Outer Planes, to be replaced by whatever detritus falls from the planes.
Beyond the Outlands, the infinite Outer Planes stretch away into endless manifestations of what belief can do; each plane is born from the worship of a Power, a godlike being who rules their plane, and their plane is made in their image. Both the pursuit of order and chaos are reflected in these strange places, as are the conflicts of good and evil, and the various shades between each. One thing unites all of the Powers, be they the queer god-machines of Mechanus or the ta'naari of the Abyss: they all desire Sigil.
Sigil, the famous city of doors, leads to every place within the multiverse. If you can find the key, be it a trinket, a thought, or the absence of some specific emotion, a portal that leads anywhere can be found - and it is these portals which make Sigil so valuable; imagine how mighty a creature could become, should they be able to take Sigil and conquer the other Outer Planes. Fortunately for all the planes, the people of Sigil have a protector; the Lady of Pain. Silent and rarely spoken of, the Lady inspires fear in all those who hear Her name - the people of Sigil fear speaking of the Lady, lest her shadow fall upon them, and the blades around her face carve them up. The rulers of the Outer Planes fear her for the same reason.
Some say she killed a god to take her place as ruler of Sigil. Some say she has always been here, before even the first true gods emerged from the Chaos-That-Was. The only person who truly knows will not speak of it, and those who defy her are sent to the Mazes - pocket dimensions created to mimic Sigil which trap those who displease Her within. Nobody is known to have escaped the Mazes.
If the Outer Planes are the infinite edge of the Multiverse, the Elemental Planes are the second layer. Made entirely of the elements of Fire, Air, Water, Earth, and the twin Energies, these planes intersect each other within the Ethereal, an empty expanse which defies mortal understanding. Somewhere within the Ethereal Plane, offcasts from the Elemental Planes collide, and where they slam into each other, Prime Material Planes are born. Each of these Prime Material Planes are universes, locked away from the machinations of the Outer Planes, but through all of them run the portals through which Sigil can be reached. Within one of these Prime Material Planes, your universe exists. The world you and all the people your histories have ever recorded lived upon floated around a star, quite unaware of the incomprehensibly large multiverse around it.
Whether it was a whistled tune through a pair of trees crossing each others' branches or the memory of a spring wind in the midst of a battle, you were doing just the right thing, in just the right place to be ripped through the Ethereal, instantaneously warped across distances so large they cannot be measured in terms of length or even time into a forgotten shed within Sigil. With the half-light from a starless void-sky shining in through a broken window, you have found yourself in a small room, with a bizarre collection of alien beings, all of you with exactly no idea of the journey you are about to undertake...
This is an interest check for a game set in the Planescape universe published by TSR (perhaps most popularly known from Planescape: Torment, an excellent cRPG that you should play even if you've no interest in D&D in general). The PCs are beings from various Prime Material universes who have been whisked from their homeworlds by accident into the bleak City of Doors, and must travel together to solve three great mysteries: where are they, where is home, and how do they get back - but after the things they will experience, will their origin still feel like 'home' - and will it even accept them?
Let me know if this interests anyone!
Beyond the Outlands, the infinite Outer Planes stretch away into endless manifestations of what belief can do; each plane is born from the worship of a Power, a godlike being who rules their plane, and their plane is made in their image. Both the pursuit of order and chaos are reflected in these strange places, as are the conflicts of good and evil, and the various shades between each. One thing unites all of the Powers, be they the queer god-machines of Mechanus or the ta'naari of the Abyss: they all desire Sigil.
Sigil, the famous city of doors, leads to every place within the multiverse. If you can find the key, be it a trinket, a thought, or the absence of some specific emotion, a portal that leads anywhere can be found - and it is these portals which make Sigil so valuable; imagine how mighty a creature could become, should they be able to take Sigil and conquer the other Outer Planes. Fortunately for all the planes, the people of Sigil have a protector; the Lady of Pain. Silent and rarely spoken of, the Lady inspires fear in all those who hear Her name - the people of Sigil fear speaking of the Lady, lest her shadow fall upon them, and the blades around her face carve them up. The rulers of the Outer Planes fear her for the same reason.
Some say she killed a god to take her place as ruler of Sigil. Some say she has always been here, before even the first true gods emerged from the Chaos-That-Was. The only person who truly knows will not speak of it, and those who defy her are sent to the Mazes - pocket dimensions created to mimic Sigil which trap those who displease Her within. Nobody is known to have escaped the Mazes.
If the Outer Planes are the infinite edge of the Multiverse, the Elemental Planes are the second layer. Made entirely of the elements of Fire, Air, Water, Earth, and the twin Energies, these planes intersect each other within the Ethereal, an empty expanse which defies mortal understanding. Somewhere within the Ethereal Plane, offcasts from the Elemental Planes collide, and where they slam into each other, Prime Material Planes are born. Each of these Prime Material Planes are universes, locked away from the machinations of the Outer Planes, but through all of them run the portals through which Sigil can be reached. Within one of these Prime Material Planes, your universe exists. The world you and all the people your histories have ever recorded lived upon floated around a star, quite unaware of the incomprehensibly large multiverse around it.
Whether it was a whistled tune through a pair of trees crossing each others' branches or the memory of a spring wind in the midst of a battle, you were doing just the right thing, in just the right place to be ripped through the Ethereal, instantaneously warped across distances so large they cannot be measured in terms of length or even time into a forgotten shed within Sigil. With the half-light from a starless void-sky shining in through a broken window, you have found yourself in a small room, with a bizarre collection of alien beings, all of you with exactly no idea of the journey you are about to undertake...
This is an interest check for a game set in the Planescape universe published by TSR (perhaps most popularly known from Planescape: Torment, an excellent cRPG that you should play even if you've no interest in D&D in general). The PCs are beings from various Prime Material universes who have been whisked from their homeworlds by accident into the bleak City of Doors, and must travel together to solve three great mysteries: where are they, where is home, and how do they get back - but after the things they will experience, will their origin still feel like 'home' - and will it even accept them?
Let me know if this interests anyone!