![]() So, naturally it is also the cosmology that we will be exploring. In the days of Planescape, the Great Wheel was the go-to-cosmology, and it is this multiverse which contains the city of Sigil. These are the World Axis, the World Tree, and the Great Wheel, all of which display the arrangements of the planes throughout the different editions of Dungeons and Dragons. There are elemental planes, negative and positive energy planes, planes of law and chaos, of good and evil, the material plane, and the astral plane.Īnd those are just off the top of my head.īut how do these planes interact? How are they structured and arranged? That is the point of this discussion of cosmology and you might be surprised to hear that there is no single answer to these questions. And before we talk about Planescape, we have to talk a little about the cosmology of Dungeons and Dragons. It’s the domain of the Lady of Pain, the city at the center of everything, and the home of many adventures of the realm.īut before we talk about Sigil, we have to talk about Planescape. A look back to the jewel on the crown of the Planescape. Today we’ll be taking a look to the past before our journey to the future. I, as always, am your humble Loremaster, Sokar. Welcome to Lore-Win, the Dungeons and Dragons lore series. ![]() In fact, from a certain perspective, it was at the middle of the universe itself. There was once a city that sat between the planes of good and evil, between law and chaos. This, however, is not the first city that we’ve seen between the planes. A namer can usually say no even to high-up’s request, but it’s not likely he’ll be asked again, nor rise beyond the rank of namer.With the upcoming release of Journeys Through the Radiant Citadel, we have a brand new locale to explore floating in the midst of the Ethereal Plane. They won’t tolerate an insult to their badge (brawling is a popular past time in Sigil’s taverns), but neither will they risk life and limb in a simple dispute. Also called “the file,” namers might give the faction’s bloods a place to flop for a night, keep eyes and ears open, and pass the chant along. Namers wear the colors of their faction while avoiding much involvement in the shifting plots devised by the factol and other high-ups. Usually, the factotum receives the necessary tools to complete the job, too: Factions look after their devoted members. Unlike namers (almost expected to balk at life-threatening missions), factotums can handle ’most any order from a high-up. The most visible factotums act as guides and messengers in Sigil, but many more serve their factol as soldiers and scholars, diplomats or enforcers, or even spies and knights of the post. Furthermore, some factors pretend to have a lower stature when such a subterfuge suits the faction’s (or factol’s) cause.įactotums (Full-time factioneers): They regard official faction business as their primary employment. Factor councils often control most of a given faction’s affairs, especially day-to-day business. These leaders have the resources of their factions at their fingertips besides commanding devoted followers, they can supplement their personal equipment with faction assets whenever the need or desire strikes them.įactors (High-ups of the faction): They govern strongholds and oversee operations spawned by the factol’s policy. Factols wield great power the sod who crosses one might end up in the dead-hook. From the highest rank to the lowest, these categories are as follows:įactol (Leader of the faction): Most factols were factors before ascending to the top of the pyramid, but occasionally a popular factotum can seize control. ![]() Not every faction has an official hierarchy, but residents of Sigil recognize four basic categories that apply to most groups. ![]()
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