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Fell, she/they, English, currently obsessed with DnD and other ttrpgs. I do art sometimes.

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Ooh, that rundown was very helpful, and I've already got a few ideas of how to either incorporate some of my pre-existing characters in here AND some new concepts....

One quick question regarding Vile Hunt - Talking animals and bestial races presumably includes people like Gnolls, Kenku and Lizardfolk, as well as literal awakened beasts, but how would they view dragonkin like Dragonborn, Kobolds and possibly even Half-Dragons (since I know they at least exist in the D&D worlds)? I know Dragons aren't quite the same as beasts since they tend to naturally more intelligent, but I was just curious what they think. I know Kobolds are often kinda viewed as pests in the D&D worlds, but obviously that doesn't apply to everywhere.

This could be important for potential background details if I do stick with a Kobold like I'm thinking off the cuff.


Good question. According to this one source I found "The Vile Hunt is a Sect who believe that the Multiverse was made for humanoids to better themselves and that other lesser entities, especially animal Petitioners and animaloids, are abominations to be hunted down"... so yeah, that kinda implies that they probably don't think much of dragons themselves, so dragonkin are probably also on their hit list.
I love Planescape as a setting A LOT and haven't ever had a chance to write anything for it, so this pitch was like sweet honey to me.

-

Can I make a Circle of the Moon druid who's part of the Plane Tender faction? (MAX DRAMA LET'S GO!!!)


Same!

And heck yeah, I was hoping someone would choose to be a Plane Tender.
Is a faction required, or could my character just not be part of it and just be involved because her patron told her to do so?


Being part of a faction is not required. Factions are mainly here to give characters a reason to get involved in the plot if they needed one, but if your character already has a reason, that's fine.
Thanks for the rundown.

I believe my character shall be an agent of the Bleak Cabal.


Did not expect the Bleak Cabal to be the first faction anyone chose, but I am pleasantly surprised. They are definitely one of my favs.
I need some table top in my life, can I be the seventh player?


Sure thing!

... was not expecting to get to seven players this quickly, I am shook.
Okay, this turned out to be not so much a little run-down, but there was a lot to cover here.

*ahem*

There are twelve major factions in Sigil (also known as 'Ascendent Factions'):

Athar: Believes that the Gods are not in fact 'divine' but are frauds. They have network of spies within Sigil (and beyond) to gain intel on religions and make sure none grow too powerful.

Bleak Cabal: Believes that life is meaningless and cruel, so they do their best to bring some comfort. They set up in the Hive Ward in Sigil, which is the poorest and most crime-ridden part of the city, and live in the Gatehouse which has a sanctuary of the homeless and fugitives, house of healing, an orphanage and a soup kitchen.

Doomguard: Believe that the point of life is its inevitable entropy and destruction. Some interpret this as trying to hasten destruction, some think you should just natrually let it takes its course, and some try to delay it. They oversee the creation and production of all weapons in Sigil.

Fated: Believes that anyone can stake a claim to the multiverse by simply knowing what they want, figuring out how to get it, and being strong enough to hold onto it. They are the city's tax collecters.

Fraternity of Order: Believes that laws are representations of power. Knowledge is power, and knowledge of law is the ultimate power. By understanding how the law works, one can exploit or even break them in the right circumstances. They oversee the city's courts.

Hands of Havoc: They believe that the status quo is built on lies and greed, with laws only benefiting those in power and keep the people oppressed, and only through a trial of fire (both in the metaphorical and literal sense) can the world be improved. They don't have a set role in the city, they just stir up trouble from minor acts of vandalism to actual arson.

Harmonium: Believes there are only two states to existence: war and peace. When neighbours share the same views, there's peace, but disagreement breeds conflict and instability. The purpose of the Harmonium is to unify the multiverse into a state of peace... by any means necessary. They are the city's law enforcement.

Heralds of Dust: Believes that everyone is already dead, and that this 'life' is simply a form of afterlife. The goal of their members to achieve the 'True Death' and help others along on the same journey. They run the city's morgue.

Mercykillers: Believe mercy is a weakness, and the only way to secure the perfect multiverse is through purging it of wrong through cold, relentless justice. They run the city's prison.

Mind's Eye: Believe everyone has the potential to become a god. Their base is in the city's foundry and they seek to hone their potential and shape the multiverse through crafting. Their members also travel around a lot as part of their journey of self-discovery and self-betterment.

Society of Sensation: Believe the multiverse as a place of experiences - the more varied, the better. By experiencing all there is, one can learn and understand all of existence. They collect various experiences through sensory stones and bring them back to the civic hall to be stored, and those sensory stones can be accessed by the public as a form of entertainment. They also provide other forms of entertainment and promote artistic expression.

Transcendant Order: Believe that for a person to attain a higher state of being, they must learn how to unite their body and mind so that thought and action become one. Those who act purely by instinct can become in harmony in the universe, and their members engage in rigorous training in an attempt to achieve this harmony. They run the city's gym.



There are also a bunch of minor factions, also called Sects. Most of them don't operate within Sigil, but throughout the planes. (The Free League, Incanterium and Will of the One are exceptions to this.) There are... a lot of these, so I'm not going to detail all of them, but here are some that are notable or likely to come up in the plot:

Free League: Individualists who believe the other factions are wrong.

Godslayers: A splinter-group of the Athar who take their parent faction's philosophy to see if they can actually kill a god. A large group of them are actually currently camped in the spot where Tir na Og used to be, and claim they are responsible for making the realm disappear. Opinion is divided on whether they're telling the truth, with a majority thinking they're lying.

Incanterium: Believe magic is the source of all power in the multiverse, and constantly hoard magical artefacts and books.

Plane-tenders: believe that all nature, even those in the more abstract planes outside of the Prime, is valid and in need of nurturing and protecting (except for the Abyss and Limbo). Their members all throughout the Planes, but their main base of operations WAS in Tir na Og. The members who weren't in Tir na Og at the time of its vanishing act are understably disgruntled.

Vile Hunt: Believe that talking animals and beast-like races are unnatural and seek their extermination.

Wylders: Believe that wilderness is the purest state of reality. They and the Vile Hunt don't get along, and are constantly fighting.

Will of the One: A splinter-group of an old Faction called Sign of the One. The Sign of the One believed the multiverse was dreamt into being by 'the One'. While the Sign of the One was ambiguous about who this 'One' is and encourage all its members to believe themselves as 'the One', the Will of the One believes they have found 'the One'. He's some guy called Terwolfe who is constantly ranting insane things, but some of those things have come true so...
@XxFellsingxX

What kinds of Factions are there in Sigil?


That's going to be detailed in full when the OOC comes out (which I'll try and get up very shortly now that we have enough interest) but I can do a little run-down of their basic idealogies and function within the city of Sigil if you wish.
How are we handling HP, roll or take the average?


Average.
I’m interested if there’s still room!
Djinni Warlock if you’ll be okay with it. ^_^


Sure! I know Rune Alchemist is also planning on playing a Warlock (Fathomless) but I am cool with two warlocks in the party.

Plus, warlock patrons are going to be interesting to run in this campaign setting.
Tir na Og. Translating to "Land of the Young", this was one of the one of the largest of the shared realms on the Outer Planes, nestled within the heart of the Outlands and bordering the large river of Tir na Thuinn. It was the home of the majority of the Celtic pantheon, a very loosely tied together group of gods lead by the Dagda. Each of the gods within owned their own part of the land, and while each part had its own rules and quirks, they were unified by a few principles. The most notable was the land has no cities, just settlements - with the largest holding a population of about 3,000. Most of these of these citizens would have likely been here their entire lives, with only a few displaced outsiders settling within, likely being called there by its natural beauty and more pastoral way of living. While not all the gods there are deities of nature, you'd be forgiven for thinking otherwise as the the land was full of forests and sprawling meadows, and possessed a large community of druids.

... Now, you may have noticed I have been speaking in past tense.

Less than a week ago, something happened which deeply affected the multiverse. It happened quietly and suddenly. The land of Tir na Og and river of Tir na Thuinn disappeared. They weren't attacked, they weren't destroyed, there wasn't some great cataclysm the befell them. The land in which Tir na Og once stood is now completely empty, with no signs that anything ever occupied it to begin with.

As you can imagine, the disappearance of a realm containing a diverse group of gods which are worshipped across several Planes has caused quite a stir. While those with more distance might have yet to realise what has even happened, the city of Sigil, sat at the top of an infinitely tall tower which lies at the exact centrepoint of the Outlands, certainly noticed, and caused a great amount of unrest among the various Factions, who are constantly struggling for power within the city.

You might be a member of one of these Factions, sent by the leader to investigate. Maybe you are a worshiper of one of the deities of Tir na Og - or a fos who associates with them - who wants to uncover the truth of what happened to your god. Maybe you're just curious about how most of a pantheon just ups and disappears. Either way, your character is on-route to the site where Tir na Og once stood, ready to investigate.





Welcome to the Multiverse, guys. I have been plotting this thing since I first got the 5e Planescape boxset last Christmas, and while I was originally planning on running the adventure that came with that boxset "Turn of Fortune's Wheel" as my first attempt to DM a campaign, the more I learned about the setting (I ended up purchasing some 2e material and third party stuff to fill in some of the blanks) the more this idea started to take root and refused to let go. I'll be covering more of the lore of Planescape when I make the OOC so if you're a little lost about certain things, don't worry, I'm going to do my best to try and explain as much of this setting as I can.

A few things to note:
- We're using DnD 5e and point buy. We will be starting at level 3, and I will allow anyone who wants to use the Tasha's rule of assigning stat points regardless of race.
- This is my first time DMing DnD. While I do think I have a grasp of the knowledge of the game, please be patient with me.
- Looking for 4 to 7 players. Maybe 8 if there is a lot of interest.
- This game is set in the multiverse, which encompasses all officially released DnD material (and even some third party and homebrew stuff, but that's detailed below). That means your character use any officially released material. Yes, that even means Eberron and Magic: The Gathering. Yes, I am aware those worlds technically have their own cosmology, but I also think those settings are fun and I will do my best to make it work.
- I am open to homebrew stuff, but please run it by me first.
- Unearthed Arcana is similar to homebrew. Run it by me. If a UA version of something that has been officially published, I would prefer you use the officially published version. However, if it is something like the School of Theurgy Wizard or the Circle of Twilight Druid etc I will consider it.
- This roleplay is PG13. If there is anything you specifically do not want in this RP, please feel free to PM me a list. I want to keep this a comfortable environment for everyone, including myself.
- Relating to the rule above, because of the nature of the setting, it might go surreal at times and might even feature some mild horror imagery and themes, particularly in the vein of psychological and cosmic horror. Gods, supernatural beings, religion and religious attitudes also feature within in this RP. However, if at any point a player feels like it goes too far in a direction they are not comfortable with, either tell me in the OOC or PM me immediately.
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