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What can change the nature of a man? Let's Play Planescape: Torment!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 >
  #61  
Old 04-05-2013, 03:32 PM
Jeanie Jeanie is offline
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Option 1!
  #62  
Old 04-05-2013, 04:16 PM
Alpha Werewolf Alpha Werewolf is offline
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Very glad to see this being LP'd. When I first tried playing it a few years back, I didn't enjoy it very much (mostly due to combat being all sorts of clunky), and I can see now that I missed a ton of things in the first area alone.

That said, I almost always play the goody-two-shoes type in these games, and while I still wouldn't want to be evil, I think chaotic is a good place to go. Option 3.
  #63  
Old 04-06-2013, 01:10 PM
Mogri Mogri is online now
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Semi-relatedly, the creators of PS:T recently wrapped up a successful Kickstarter for a sequel-in-spirit: http://www.kickstarter.com/projects/...es-of-numenera

Preorders are still available. Anyone know anything about this?
  #64  
Old 04-06-2013, 01:50 PM
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ON ALIGNMENT

************************************************** **************************************************

Even if you haven't play D&D before, you've probably heard of its alignment system. It's spawned dozens of parodies, particularly trying to cram the characters of a show into categories, such as this one for Futurama:


Alignment is essentially the moral "box" you (and other) characters fit into. It's both beloved and (rightfully) criticized, and it's purpose (mechanical or otherwise) has fluctuated over the years. For some, alignment is a roleplaying tool that helps describe the moral boundaries of their character. For others, alignment is a straightjacket that - when used badly - causes players to make stupid decisions, potentially even leading to inter-party conflict.

A character's alignment falls into two catagories: the propensity towards good and evil (perhaps more accurately, the greater good and selfishness) and the propensity towards law and chaos (or, order and freedom). Everyone has an alignment in D&D, and in the abstract it can absolutely be used as a good shorthand when making decisions. It's also been used mechanically - particularly in spells and magical items - to help and hinder the party. The Protection from Evil spell makes it harder for "evil" creatures to harm you and your party, while a Holy Avenger is generally a magical weapon that only allows characters who share the weapon's sense of justice (i.e. Lawful Good) to wield it.


ALIGNMENTS DESCRIBED

************************************************** **************************************************

The following are brief descriptions of each alignment. Very few people will fit into a particularly alignment exclusively, and that's okay; even the people in the Outer Planes know that you're more than a couple of words. There's nothing wrong with a lawful cutter not arresting a child thief, many evil characters can look beyond their own selfishness, and most chaotic characters know that some laws are worth following. People change too, so while someone might not go from Lawful Good to Chaotic Evil in a lifetime, someone might potentially visit their alignment "neighbors" as they're figuring out themselves. So while these descriptions might draw boxes around the concept of "alignment", they don't restrict people from dabbling outside of them.

(note: the example I give are largely from other sources, but feel free to disagree!)

Lawful Good (LG): characters of this alignment believe that there is a greater good, and the path towards that greater good lies in adherence to law and order. One punishes crime and disobedience because its existence is a blight that wears away on the "good". Many classic superheroes - such as Superman and Captain America - are considered examples of the LG alignment.

Neutral Good (NG): NG characters believe that there is an intrinsic "good" that should be sought, but they believe that the path sometimes requires working inside the law, and sometimes outside of it. They see too much emphasis on "law" as potentially overreaching its goals, but they also think that a healthy set of laws is important to keep the "system" stable. Many classic pulp characters are examples of the LG alignment, such as Zorro and Indiana Jones.

Chaotic Good (CG): Some characters believe that the best way to foster "good" is not by imposing laws that describe but by giving people the freedom to pursue happiness. CG can often take a very libertarian streak, but it might also simply represent a character who thinks that bureaucracy and the law moves too slowly to "truly" punish those who need punishing. "Rebels" like Robin Hood and Han Solo tend to fit into this category.

Lawful Neutral (LN): LN characters hold order and tradition above all. "Good" and "evil" make people too emotional, and that causes them to make poor decisions. If people follow the rules, then the best decisions will be produced. One can't damn a man for his past actions any more than one can forgive a man for this mistakes: the law must triumph such concerns. the most common fictional examples are those heavily influenced by the military, such as Star Trek's Jean-Luc Picard and Battlestar Galactica's William Adama.

True Neutral (TN): Possible one of the two most misunderstood alignments. It's often described as belonging to characters who seek to create a "true balance" to the uni/multi-verse, and as such intervene where they're needed. But it can also describe someone who would rather live in the moment, refusing to let themselves be beholden to a particular viewpoint. Animals are often considered "true neutral" because they tend to rely on instinct. Many movie "monsters" such as the Xenomorphs from Aliens might be considered "True Neutral" because there's no "grand" plan to their actions, they're simply following what their biology tells them to do. Captain Renault from Casablanca might be the best example.

Chaotic Neutral (CN): The "other" misunderstood alignment, CN characters are not crazy or insane. They're simply people who put their own freedoms and goals first. They won't kill someone for pleasure, but they'd probably trade someone else's life for their own. Their favorite "state" would be one of anarchy, that would allow them the chance to do what they want without that pesky "moral judgement". They do understand the concept of their actions having "consequences" however, so they're unlikely to break the law just because it's there (especially if it would hurt someone else). Calvin from the comic strip Calvin and Hobbes is likely an example of "Chaotic Neutral."

Lawful Evil (LE): Some people see laws as enforcing "good". LE characters see the law as a potential for them to profit. They believe in a strict order, particularly one that has them controlling the shots from the top, and will exploit loopholes and twist words to justify their actions. Most notable WWF/WWE heels/"bad guys" such as IRS, Triple H, and Vince McMahon are examples of LE characters who use, bend, or even cover up their breaking of the rules to "win".

Neutral Evil (NE): NE characters put themselves first, usually in it for money or power, but aren't looking to necessarily run the show (unless there really is no one else better around!). They want to make their score and live quietly, or at least be allowed to continue doing what they're doing. People tend to gun for you if you're at the top of an organization, and enjoying your gains requires enjoying some protection from the law. But that doesn't mean you let people step on you; someone hurts you, you hurt them twice over. Assassins - such as Shadow from Final Fantasy VI and Revolver Ocelot from the Metal Gear Solid series would likely fall here.

Chaotic Evil (CE): A CE character is one that lives entirely for their own desires. They don't respect laws, their word can't be trusted, and they probably have no long-term goal with their actions. Of all the alignments, this is one that is willing to kill someone who gets in their way without regard to the consequences. Surprisingly, several "lovable" webcomic characters such as Black Mage (8-Bit Theatre) and Belkar Bitterleaf (Order of the Stick) represent this alignment.


ALIGNMENT IN PLANESCAPE

************************************************** **************************************************

Planescape: Torment uses the same alignment system that Dungeons and Dragons has been using for sometime. There are two big differences that make it particularly shine in the Planescape setting and Torment however:

1) The setting is explicitly tied to the concept of "alignment".

Allow me to do a small bit of world building here; I will expand on this in a future update:

Torment largely takes place in the Sigil, a torus shaped city that rests on top of the infinitely tall "Spire", which rests on a plane called the Outlands. It is (arguably, given that all planes are functionally infinitely large) at the centre of what is known as the Outer Planes. The Outer Planes are the seventeen "afterlives" that exist in and "around" the Outlands, and each of them corresponds to a particular alignment.

When a person dies, they typically are "reborn" on one of the Outer Planes as what is known as a "petitioner". The Outer Plane they end up on is typically tied to their alignment in life, but may also be influenced by what diety they served. In some cases, extraordinary circumstances might bring them to a different plane. Regardless these seventeen planes form what is known as the "Great Wheel":



The above map can be "read" by simply thinking about the two alignment scales, "law - neutral - chaos" as being represented from left to right, and "good - neutral - evil" being represented from top to bottom, and forming a "ring" that runs around The Outlands. Hence:

Mount Celestia: Lawful Good
Bytopia: Neutral Good (leaning Lawful)
Elysium: Neutral Good
The Beastlands: Neutral Good (leaning Chaotic)
Arborea: Chaotic Good
Ysgard: Chaotic Neutral (leaning Good)
Limbo: Chaotic Neutral
Pandemonium: Chaotic Neutral (leaning Evil)
The Abyss: Chaotic Evil
Carceri: Neutral Evil (leaning Chaotic)
The Gray Waste: Neutral Evil
Gehenna: Neutral evil (leaning Lawful)
Baator: Lawful Evil
Acheron: Lawful Neutral (leaning Evil)
Mechanus: Lawful Neutral
Arcadia: Lawful Neutral (leaning Good)

With the Outlands being in the middle as "True Neutral". Each of these planes "represents" their alignment, such that "Mount Celestia" is a place where one must pledge themselves to a particular code of good/justice to "climb" higher in the plane, "Limbo" is literally a plane that can be temporarily shaped by mortal minds, and Carceri is a prison that primarily holds those who seek retribution trapped within it's confines.

What's critically important is that the Outer Planes are greater than just "good versus evil"; the larger conflicts - particularly the Blood War - is all about "law" versus "chaos" (the oft-ignored axis in many campaigns). The game goes out of its way to highlight that a common axis can allow some individuals to work together despite being on opposites sides of the other axis. A lawful good character likely has as much in common with a Lawful Evil character as they do with a chaotic good one, and even the most noble intentions can be just as threatening to the multiverse as the worst of them.

Alignment might be something you write on the top of your sheet and vaguely follow in a typical D&D game, but here in Planescape it means something far greater.


2) Planescape: Torment treats alignment as the culmination of decisions you make, rather than a stat.

I can think of no better example than to compare it to the Baldur's Gate games, where one picks an alignment as one might pick a class. In fairness, many 2e classes are specifically tied to a particular set of alignments, the most famous being the "Lawful Good" Paladin (capital "law" and "good"), but also classes such as Druids (must be neutral) and Monk (must be lawful). But for most classes, alignment is pretty darn useless. An evil wizard doesn't play any differently than a good wizard, except that one can wear the "Robes of the Evil Archmage" and one can't (and vice versa).

Indeed, the Baldur's Gate games eschew alignment for a stat called "reputation" that is instead responsible for how willing a character is to play Murder Hobos with you. Good characters want to see a high reputation, while Evil characters want to see a low reputation. Some games - Icewind Dale as an example - ignore alignment pretty much entirely save for "class" restrictions. I don't criticize them for this, as their respective games are greater than any one issue. Indeed, for all the fault's I might toss as Baldur's Gate, it is perhaps hundreds of times more replayable than Torment is, simply because your character options are drastically expanded.

But I think what makes the Nameless One special is because he starts as such a blank state, you can truly say at the end "my character is (insert alignment of choice)" because your decisions - rather than a box you clicked at the beginning of the game - made him so, and is (with few exceptions) never penalized for his choice.


WHERE YOU CAN COME IN!

************************************************** **************************************************

(Aside from voting that is!)

You've - at this point - read too many words about alignment, so now it's time to pick one! I'll tabulate all the alignments on a spreadsheet, at by the end of the game we'll see how close the Nameless One is to the average. Some have already mentioned what alignment they want to gravitate towards here, but if you haven't (or want to change it), please post it!
  #65  
Old 04-06-2013, 02:17 PM
Eddie Eddie is offline
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Current Vote Totals:

Player (Alignment), weight/current option
Alpha Werewolf, 1/3
Arithon32, 1/5
Austin (Chaotic Good), 1/5
Brickroad (Lawful Evil), 2/-
Dawnswalker, 2/5
Destil (Chaotic Good), 1/5
Gerad, 1/3
Heffenfeffer, 1/-
JFink, 2/1
Knurek, 1/5
Kylie, 1/1
Loki, 2/-
Mogri (Chaotic Neutral), 2/3
MoneyCityManiac, 2/2
Olli T, 2/1
Phil (Chaotic Good), 1/5
Raven, 2/-
Soren Highwind, 2/5
Taeryn, 1/5
Teaspoon (Chaotic Neutral), 1/5

Option
1: 5 votes
2: 2 votes
3: 4 votes
4: 0 votes
5: 11 votes

This looks kind of like a runaway right now, but I'll close voting tonight. I'm keeping track of how many votes a person won, so don't be afraid to vote for a winner!
  #66  
Old 04-06-2013, 02:44 PM
Sporophyte Sporophyte is offline
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Quote:
Originally Posted by Mogri View Post
Semi-relatedly, the creators of PS:T recently wrapped up a successful Kickstarter for a sequel-in-spirit: http://www.kickstarter.com/projects/...es-of-numenera

Preorders are still available. Anyone know anything about this?
I was at their kickstarter closing party and in short it looks awesome, but let's not clutter up this LP with that discussion.
  #67  
Old 04-06-2013, 03:13 PM
Mogri Mogri is online now
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My favorite alignment chart is the one with Batman in all nine squares.
  #68  
Old 04-06-2013, 04:56 PM
Destil Destil is offline
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Picard is LG, dude, he breaks the prime directive all the time because it's "the right thing to do". Warf is pretty good for LN, though.
  #69  
Old 04-06-2013, 06:01 PM
Albatoss Albatoss is offline
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I think I'll go with Neutral Good.
  #70  
Old 04-06-2013, 10:23 PM
Kalir Kalir is offline
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My main beef with D&D alignment is that people rarely, if ever, perceive themselves as truly Evil, and if they do it's often because they're being caricature asshats (like the aforementioned CE examples).
  #71  
Old 04-06-2013, 10:46 PM
Teaspoon Teaspoon is offline
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Quote:
Originally Posted by Eddie View Post
Some have already mentioned what alignment they want to gravitate towards here, but if you haven't (or want to change it), please post it!
Ah. Like the protagonist, I'm not sure on the subject of alignment yet,
(Saying Chaotic Neutral in the first post was because that seemed the most entertaining option among those choices, but I've no idea yet what I'd pick going forward. It'll be interesting seeing how the LP mapping turns out.)
  #72  
Old 04-06-2013, 11:35 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Kalir View Post
My main beef with D&D alignment is that people rarely, if ever, perceive themselves as truly Evil, and if they do it's often because they're being caricature asshats (like the aforementioned CE examples).
I think a large part of the problem is that "good" and "evil" can have very loaded definitions that can often overwhelm alignment discussions (It's also hard when your paragons of "good" are angels, and your paragons of "evil" are devils). A better axis would probably be something like "community" ("greater good") versus "self" ("evil"), which would allow for greater nuance without the baggage.

The 4th Edition D&D rules have almost entirely stripped alignment out (save for a few odds and ends), and the upcoming 5th Edition ("DnD Next") are largely shying away from them as well. As an example, the spell "Protection from Evil" is back, but it doesn't check alignment - it checks whether a creature is undead or a fiend. The general design philosophy nowadays (I think) is to make alignment a roleplaying tool, but not a roleplaying straightjacket it could sometimes be in previous editions.

The truly interesting thing about Planescape (that I will elaborate on in the future) is that while alignment plays such an important role in the "creation" of the universe, it plays second fiddle to philosophy. It's really the glue that makes the setting tick as it does; without it, the tendency to devolve into the simple "good versus evil" of other settings might have happened. Instead, placing philosophy first and foremost gives the setting (and importantly, players) the ability to work together.
  #73  
Old 04-07-2013, 12:24 AM
Nodal Nodal is offline
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The other thing about alignment is I think some Player's handbook said like 99% of everyone is neutral because they don't really work one way or the other? This is of course thrown out in basically everything.
  #74  
Old 04-07-2013, 02:13 AM
ais523 ais523 is offline
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Neverwinter Nights 1 is still one of my favourite games. (Although I actually like not really having a party, which is most people's main disappointment with it, so my opinion may not be representative.)
  #75  
Old 04-07-2013, 02:16 AM
Brickroad Brickroad is offline
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Eddie sure does love keepin' track of shit!

Oh, and put me down for Option 1.

Last edited by Brickroad; 04-07-2013 at 03:50 AM.
  #76  
Old 04-07-2013, 04:47 AM
Olli T Olli T is offline
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Lawful Evil.
  #77  
Old 04-07-2013, 07:27 AM
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Option five..is the most natural and safest reply in this situation, I think. But I am curious. And Option 1 seems to be the only response that could act as a bait for more information and possible understanding of the situation. Screw her feellings and whatnot, I prefer to gain more knowledge. So, Option 1 it is.

(*I personally avoid to look at the choice-box spoiler since it is much more interesting to me that way, but feel free to keep posting it. I can always skip it or something)

As for alignment...Neutral Evil, I think.
  #78  
Old 04-07-2013, 10:25 AM
Eddie Eddie is offline
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Voting closed! Lets look at the results:

Name (alignment) = vote weight, vote choice

Alpha Werewolf () = 1, 3
Arithon32 () = 1, 5
Austin (Chaotic Good) = 1, 5
Brickroad (Lawful Evil) = 2, 1
Dawnswalker () = 2, 5
Destil (Chaotic Good) = 1, 5
Gerad () = 1, 3
Heffenfeffer () = 1, -
JFink () = 2, 1
Knurek () = 1, 5
Kylie () = 1, 1
Loki () = 2, -
Mogri (Chaotic Neutral) = 2, 3
MoneyCityManiac () = 2, 2
Olli T (Lawful Evil) = 2, 1
Phil (Chaotic Good) = 1, 5
Raven (Neutral Evil) = 2, 1
Soren Highwind (Neutral Good) = 2, 5
Taeryn () = 1, 5
Teaspoon (Chaotic Neutral) = 1, 5

Option 1 = 9 votes
Option 2 = 2 votes
Option 3 = 4 votes
Option 4 = 0 votes
Option 5 = 11 votes

A late swing to Option 1, but unfortunately not enough to overcome the early push towards playing "good".

Alpha Werewolf's new vote weight: 2 votes
Brickroad's new vote weight: 3 votes
Gerad's new vote weight: 2 votes
JFink's new vote weight: 3 votes
Loki's new vote weight: 2 votes
Mogri's new vote weight: 3 votes
MoneyCityManiac's new vote weight: 3 votes
Olli T's new vote weight: 3 votes
Raven's new vote weight: 3 votes

Going to start working on the next update now!
  #79  
Old 04-07-2013, 10:33 AM
Eddie Eddie is offline
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Aaaannnd it turns out there is a sixth option I somehow didn't catch:

6. Make a Vow: "I swear I will find some means to save you or join you.

I noticed that the majority of people who picked 5 are generally "chaotic", so they wouldn't generally make any sort of promise like this (as it would be quite lawful), so unless there is some big uproar, I'll just pretend the choice wasn't there.

(I've got a save right before so I can redo it if necessary without too much fuss).

Whoops! PRO LPer HERE.
  #80  
Old 04-07-2013, 11:44 AM
Gerad Gerad is offline
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Put me down as chaotic neutral. I'm not sure I'll always hew to that, but that seems to be most similar to what others voting the same as me said.
  #81  
Old 04-07-2013, 12:27 PM
Kalir Kalir is offline
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I take it option 6 has both Law AND Good attachments to it?
  #82  
Old 04-07-2013, 01:51 PM
Eddie Eddie is offline
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Quote:
Originally Posted by Kalir View Post
I take it option 6 has both Law AND Good attachments to it?
Yes.
  #83  
Old 04-07-2013, 03:20 PM
Taeryn Taeryn is offline
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Default Re: What can change the nature of a man? Let's Play Planescape: Torment!

I think part of what has further confused the alignment issue is that many video games simplify alignment from a grid to a line. When I played NWN, I did not understand alignment. Like Eddie described, I was a little confused on what good and evil meant. I wanted to play a robin hood type rogue (chaotic good), but in the game, I would often make selfish decisions (what are those npcs going to do with all thst money...)

In games, I am rarely in favor of evil acts done purely for the sake of being evil. At the same time, I don't usually care much about laws since it is usually a game of murder and kleptomania.

I'm going to say put me down for chaotic good.
  #84  
Old 04-07-2013, 11:23 PM
Dawnswalker Dawnswalker is offline
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I'm going to say Neutral Good for now, but if there's a good reason to do something shitty to/for/because of someone else later on, I'm going to be all about that.
  #85  
Old 04-09-2013, 04:26 PM
Eddie Eddie is offline
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Her ghostly words pierce my heart and leave me feeling like... well, if nothing it makes me wish I knew of a metaphor to describe it. Knowing I've lost my memories is one thing, but to find out that I... might have acted poorly... it makes me wonder who I truly am.




And now I might be going mad.

No; Dhall mentioned her, and she knew much... too much to be a mere memory. I rub my weary forehead, take another glance at the monument, and get back to the task at hand.

Quote:
Originally Posted by The Editor
Nameless One: "I feel stronger."
Morte: "My skills have increased..."

Level Up time! Like all D&D characters, once enough experience is gained, characters will gain a level. Each level will make your character a little better at what you can do; Fighter will have an easier time hitting things, Thieves will get more skills, and Mages will get the ability to cast more spells.



Here we can see the "before" for the Nameless One. That conversation with Deionarra tipped both the Nameless One and Morte into level 4 and 3 respectively.



This screen tells us how we've improved. It's hard to tell, but some of my Saving Throws got better (by which I mean, the numbers went "down" because this is 2nd Edition rules). My "fighting skills have improved" means that my THAC0 ("to hit armor class zero") has dropped (which is good, because 2nd Edition rules). Characters generally get a random amount of hit points, and improve their THAC0 based on their class:

Fighters: 1-10 hit points; -1 to THAC0 every level
Clerics: 1-8 hit points; -2 to THAC0 every three levels (i.e. levels 4, 7, 10, etc.)
Thieves: 1-6 hit points; -1 to THAC0 every two levels (i.e. levels 3, 5, 7, etc.)
Mages: 1-4 hit points; -1 to THAC0 every three levels (i.e. levels 4, 7, 10, etc.)

The Nameless One is a special case in that he always gets 1-10 hit points regardless of level, thanks to a fix I have installed. This was apparently always the intention, it just wasn't implemented in the game as shipped. Like the Baldur's Gate games, you can abuse the "random" seed through saving and reloading to get "max" hit points. I've just got another fix that just outright gives me max hit points on a level to save me from a bunch of saving/reloading.



The Nameless One also gets the bonus of improving any one of his stats by one. While you can pretty much just improve what you want to, I've got a bit of a strategy here; the Nameless One has the chance to get particular stat bonuses through the game from particular conversation trees/items. He also gets some bonuses based on his class later - which I'll eventually get into.

We can expect the following stat bonuses as we play through the game as a Mage:

Dex +1
Con +2
Int +4
Wis +6
Cha +3

Which would leave us with:

Str 9
Dex 12
Con 11
Int 19
Wis 24
Cha 16
  • Strength will be useless for us as a Mage, so we'll likely never increase it.
  • Dexterity can stay low, but there are a few checks in the game that require a 13 Dex (there are others that require higher, but they probably aren't worth "raising" the stat for); we can get that with some items, but we'll probably just bite the bullet and raise it one.
  • Constitution is great as it not only gives more hit points, but (eventually) better regeneration, so we'll probably be putting most of our points into this in the future.
  • Intelligence is a key stat for mages, but it's not worth having more than a 19. Higher Intelligence only gives us the ability to hold more spells in our spellbook (but there aren't a ton of spells in Torment to require it), and a better chance to identify magic items (we've got a spell for that, and we'll be decent at that anyway). There are some checks that require a 20 Int, but those can also be handled with Wisdom (which will likely always be our highest stat anyway).
  • Wisdom is great (recap: it influences many conversation paths, and gives us bonus experience) but it's also the stat we can expect to get a lot of over the course of the game. We can - barring some bugs I've encounter before - expect to get 6 more additional Wisdom, so we don't really want to put more than a point in it at this point.
  • Charisma can be kept here at 13; other classes might wish to raise it higher, but Mages get access to a spell ('Friends') that can temporarily boost it 2-8 points. 13 Cha is enough to hit all the conversation paths we'll want, and give us roughly an 18 Cha on average, perfect to hit the Cha checks we encounter.

So the plan is thus: Raise Wisdom one point (mostly for the experience bonus), raise Dexterity one point, and then pump Constitution for nearly the rest of the game. That probably sounds a little boring, but it'll give us access to the best conversation options and a sack of hit points.





Morte gains a level too of course, although his levels won't be as awesome as the Nameless One's are. You can see that his 16 Con qualifies him for two additional HP a level.


Just to the north of the monument is the area that "zombie" was referring to. I see no exit - be it door, window, or otherwise - just a recess meant to hold the bodies of the dead. But Deionarra's comments on the nature of portals and their "keys" was intriguing. Perhaps this is one?



As I clutch the finger bone charm and approach, I see reality warp in front of me. A soft blue light stretches over the recess in the wall; it is no longer an entrance to a small room for the dead, it's no--
  #86  
Old 04-09-2013, 04:27 PM
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  #87  
Old 04-09-2013, 04:31 PM
Eddie Eddie is offline
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w an expansive... room for the dead?

I stop in my tracks and note with some surprise that I'm no longer in the Mortuary. I spend a minute tapping on the wall with the finger bone to no avail (is that a one-way trip?) before grabbing a small package off the floor. It contains a note and a handful of copper:

Quote:
Originally Posted by PENN'S NOTE

This note has been written in remarkable penmanship upon the finest parchment:

Vaxis,

If you are reading this, then you have undoubtedly failed in your task and have been forced to use the escape route I arranged. I told you that your little disguise idea was ridiculous. In any case, you need to lay low for a while. The Dustmen may be deluded, but they are not fools, and they will certainly seek retribution for our intrusion. I've left you some coins. Use them to secure a hiding place in the Hive, preferably in Ragpicker's Square. The Dustmen will be unwilling to look for you there.

Once you have secured a new hiding place, I have a new mission for you: find out where Pharod is getting those bodies he's delivering to the Mortuary. It's apparently causing the Dustmen a great deal of upset, and I wouldn't mind knowing myself. Reports are that stone-faced Dustmen at the Gathering Dust Bar -- Initiate Emoric, I think the fool's name is -- has been sending out finders to try and mark Pharod's movements. See if you can find out how far along he is and hinder his efforts until we know more about Pharod's activities. I don't want Emoric finding out something before we do.

- Penn

Well, at least I've now put a name to that "zombie." This 'Ragpicker's Square' seems like a good place to hide and rest until I can figure out a plan of action.

I step out of this tomb, and into the light...



CHAPTER 2: WELCOME TO THE JUNGLE, PART 1
In which our hero gets insulted, taught a lesson, and rests for a spell.
************************************************** **************************************************




What greets me is a fantastic city. Filthy and with an awful smell to be truthful, but filled with life. The architecture in this place is... something, half the work of some twisted genius, half re-purposed from what look like other buildings. Looking down one street, it looks like the area slowly inclines upward in either direction. Through the smog and dust that fills the air, I swear I can see buildings hanging upside down overhead!


Quote:
Originally Posted by The Editor
Welcome to Sigil, cutter.



What you're seeing here is a map of the area we're in. Another "fix" i have installed is one that automatically shows you the entire map of an area of Sigil when you enter it, as well as label important locations. Clearly, most of these won't be much use to us right now, but I wanted one map I could recycle as needed.

The small green rectangle represents the area we're looking at right now. Our first 'task' is going to be to switch classes to become a Mage, so we won't be exploring much of Sigil until next update. Until then, we'll mostly be running through these areas. We're heading west through here.



As I'm listening to Morte point the way to Ragpicker's Square, a beautiful - but sassy - woman throws what I think is an insult at me. I stop to engage in conversation with her; I do have a lot of questions, why not get them from a pretty face?






Morte mutters something about her having too pretty for such a smart mouth, and I can't say I disagree. Well, as long as those coppers I paid her are worth it. If my body can handle so much physical abuse, I suppose my mind might be able to handle some verbal.



Morte: "hey, we're being watched chief. Just act natural... ah... casual."

I ask him who he means, and he glances (as best as a skull with no eyebrows can do) at a couple of men, who quickly disappear before I get much more than a glance at them. Perhaps they just find my appearance strange? I hope so. The last thing I need is people after me.



This small area of the city still manages to hold a lot of people. These clearly are not people a the top of the social ladder, but that should (hopefully) make it easier to fit in.


Quote:
Originally Posted by The Editor


Here's the entrance to Ragpicker's Square. I shamefully admit that I forgot there was an exit to the southwestern portion of the Hive - which we'll visit a few times this update - that could have saved me some time (and potentially a fight).



I see a few gentlemen give me a stiff eye as I pass by them. I try not to make eye contact.



If I can call any place the "slums" of this city, Ragpicker's Square might be it. The other sites might have been dirty, but at least they weren't messy. I see piles of trash nearby, and gauntly figures peering through broken windows and door cracks.

I can see why no one would want to come here.


Quote:
Originally Posted by The Editor


Our destination is the "midwife's hut". This is where the quest to become a mage is given, and it doubles as a free place to rest.



One home stands out amongst the trash. It's not great, but comparatively at least it looks like someone who cares about appearances lives here. I enter, hoping I can find a place to rest my weary head.



It's cozy inside. An elderly woman stands alone, digging through what look like papers:








I feel like this... "art"... would be highly useful in tracking down Pharod and figuring out who I am. After all, is not magic but the art of the impossible? I will get this woman her seeds and in turn, unlock my potential.


Quote:
Originally Posted by The Editor
the choice, "Truth: 'Because I need power.'" is technically an evil response. Other options would have given us the choice of responding in a non-evil way, but this choice will have a positive repercussion later in the game. I will do a good deed this update to balance the scales, so to speak. See if you can spot it! It's like Astro Boy! Which means I won't tell you if you got it right.




When I exit, night has fallen. Mebbeth said the market should still be open despite the change of day. I wonder, how does night and day even work here? I saw no body of light, no sun, that would normally do such a thing. I can't see the city on the ceiling anymore, but wonder if it might be day there too.

Morte tells me I'm stupid, that it's 'night' on the the side of Sigil. That it's just one big circle. He also says it's dark because the Lady says it should be dark. I ask him who this "Lady" is but he tells me, "bar that Chief; less you know about her, the better."

  #88  
Old 04-09-2013, 04:33 PM
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There are still plenty of people around at night, but I notice more of them are carrying weapons and eyeing me. I ignore them and continue looking for the marketplace.

Morte pipes up as we walk through the streets, "this is probably the worst place with can be in Sigil at the worst time."

I as Morte if he's nervous, but he just shrugs (in his own way of shrugging). "I'm a resourceful guy; it's you I worry about, chief. Lot of bloods out here whose job is to separate you from your money." He clicks as if to emphasize his point.



The sounds of people, business, sex, and... crime? increase as I enter this area. I notice several people who are clearly intoxicated; there must be a pretty good (or pretty bad) alehouse here. I'll try and come here once I've finished Mebbeth's task.


Quote:
Originally Posted by The Editor


This is a pretty important area, if not for Fell's Tattoo parlor. But we'll explore more of this next update, promise. We're going to the southwest.


Morte says that this is the area you want to be in if you want to pick a fight, or (he clicks) "meet a ladyfriend". I tell him that I've got other things on my mind right now.



The shouts of merchants clearly ring as I come down this street; the marketplace must be nearby.


Quote:
Originally Posted by The Editor
]

Notice the quick link to the northwest near the marketplace? Oh well. EXERCISE.


This place is in full bustle despite the time of day. I hear not only merchants trying to pawn their wares, but also a variety of people trying to sell you on their pitiful life for coin, some who are yelling something about how the "factols will fall", and others who are preaching the word of their god.

No wait, they actually appear to be yelling something about the "gods" not "existing".

Well, that's new.

One man stands at a small cart of herbs and fruits. I decide to ask him about this barbed seed:




Well this has been a waste of time. I'm about to head back to the Hive, when Morte says there was a poor sod near the tavern whose always crying about plants. I expect he just wants a drink (can he even drink? Where would it go?) but decide to check it out.



Morte nods as we approach an older gentleman, who appears to be in distress over a small potted plant he is near.


Quote:
Originally Posted by The Editor
For those trying to keep track of a map, this is located in the southeastern portion of the Hive, just east of the entrance to the northeastern portion of the Hive.





I try picking at the thorny bracelet with my knife, but don't seem to do much more than dig it deeper into my skin. What a strange plant... maybe Mebbeth has some clippers.

I return to her hut.





Another errand. Hmph.



It's as I'm approaching my destination, when I catch a man draw his blade and start advancing toward me. I glance around trying to see if he's looking for someone else, when Morte whispers, "Chief! Eyes forward! That berk is trying to bring the music!"



I dodge his swing as we meet, and bring the crowbar I'm still holding down on his head. Morte meanwhile, digs his teeth into the man's shoulder.



He quickly begins panicking and starts to run, as another man pops out of the shadows and takes and swing. At least Morte will have my back.

Morte?



"Did you see that?" clicks Morte in triumpg.

"I'm a little busy here!" I grunted back, as the man's knife dug a deep gash into my chest.



I manage to get a glancing blow off his shoulder, while he cuts another gash deeply into my arm. My vision starts to falter when Morte comes up yelling "I'm here chief!"



I stand there baffled for a bit when Morte yells "don't just stand around chief! You want some Hardhead or Mercykiller and arrest you for causing a public disturbance?" He bites an earring off the man and spits it at me. Let's take this and go!


Quote:
Originally Posted by The Editor
There was another short fight after this I didn't bother to show. You'll get into quite a number of fights like this running around Sigil, so I'll likely off-screen most of them. You don't need to fight them; if you run to another section of Sigil you can avoid them.

The total loot from the two fights were:

8 Copper Commons
1 Bronze Ring (sell these)
Copper Earring (sell these)
Clot Charm (healing item, keep these)
I try and regain my composure as I approach the market; despite killing two men on the street, no one appears to be running for help. Where is the law in this city?

I find the person that I believe Mebbeth was talking about. My nervous composure looks pristine compared to this guy.




I hope Mebbeth isn't too disappointed by these. The bleeding from those cuts I took has stopped, but I don't want to go out again without resting up.

I once again return to Mebbeth.
  #89  
Old 04-09-2013, 04:34 PM
Eddie Eddie is offline
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Another task?

I ask Mebbeth if I can rest before I go out, pointing to the fresh wounds. They make it difficult to fall asleep, but soon I awake fully refreshed.


Quote:
Originally Posted by The Editor
The Nameless One's regeneration will more or less heal him to full after any rest. Of course, you can't always rest, but while in Sigil you can take advantage of it to save on healing. Morte won't heal quickly however (resting only restores a few hit points), so if he gets badly injured you'll have to either rest for a while, or use some items to heal him quickly.
After resting, I head back to the market, and find the woman Mebbeth was talking about who she says has this ink she's looking for:




I should have know this wouldn't be simple. I find "Meir'am" to the south.




I trudge back north. At least it's close.




Well, at least it was free.




I don't know if I'm supposed to be a Vegetarian, but I think seafood is off the menu for now. Yeegh. But... I think there was a purpose to all these errands.









For the first time since I awoke on that slab in the Mortuary, I'm feeling more like the person.. I think I'm meant to be. I excitedly open my new spellbook and start scribing the scrolls Mebbeth gave me into them...


Quote:
Originally Posted by CHROMATIC ORB
Range: 50 feet
Duration: Special
Speed: 1
Area of Effect: 1 creature
Saving throw: Neg.

Long are the debates about the spectrum of color in the multiverse. "This Blue is better than Yellow!" "Pike it, berk! Of course White is the true color!" And while in the end, many generally agree that a color's greatness is in the eye of the beholder, this spell establishes the fact that some colors are deadlier than others.


This summons a large, magical Orb of Color, which can then be hurled at a target using the caster's normal Attack roll +3. The color of the Orb changes depending on the caster's level.

Level 1: White
Damage: 1-4 pts.
Duration: 10 seconds
Effect: -4 penalty to attack rolls, saving throws, and armor class

Level 2: Red
Damage: 1-6 pts.
Duration: 10 seconds
Effect: -1 penalty to Strength and Dexterity

Level 3: Orange
Damage: 1-8 pts. + 1-4 fire damage
Duration: Instantaneous

Level 4: Yellow
Damage: 1-10 pts.
Duration: 10 seconds
Effect: -4 penalty to attack rolls, saving throws, and armor class

Level 5: Green
Damage: 1-12 pts.
Duraton: 10-25 seconds
Effect: Target is stunned

Level 6: Turquoise
Damage: 2-8 pts.
Duration: 10-25 seconds
Effect: Target falls unconscious

Level 7: Blue
Damage: 2-16 pts.
Duration: 30-100 seconds
Effect: Target is paralyzed

Level 10: Violet
Duration: Instantaneous
Effect: Target is petrified

Level 12: Black
Damage: 4-40 pts.
Duration: 10-40 seconds
Effect: Target is paralyzed

"I'm not a giant fan of this spell; Mages have a poor attack roll, and while it's useful at SOME levels, the finicky nature of it usually causes me to put more reliable spells in my book instead. - The Editor"

Quote:
Originally Posted by IDENTIFY
Range: Touch
Duration: Instantaneous
Speed: 0
Area of Effect: Inventory usage only
Saving Throw: None

This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.

"You won't find as many items that need ID'ing as in Baldur's Gate, but it's usually worth it to have one of these memorized; unlike those games, you won't find many "generic" magic items that you find yourself needing to burn through. - The Editor"

Quote:
Originally Posted by BLOOD BRIDGE
Range: Touch
Duration: Instantaneous
Speed: 2
Area of Effect: 1 creature
Saving Throw: None

A bizarre compact of the healer's heart and the merchant's mind, this necromatic spell transforms your very body into a marketplace that barters life and death. Your life essence can be given to others... at a cost to yourself.

When cast, the mage can select any living (non-undead) target within touch range and drain life from himself (2 hit points + 1 hit point per level of the caster) and give it to the target.

"This is your "healing spell" early on, and it's... kind of mediocre. It's great in the sense that the Nameless One can transfer his hit points (which regenerate) to his party, but on the other hand, is healing a half-dozen hit points worth a 2nd level spell slot at this point? It gets a bit better at higher levels at least. - The Editor"



I feel like I'm able to take in a lot more into my atti-- er, mind, than Mebbeth said I should be able to. I try not to push it however.


Quote:
Originally Posted by The Editor
I totally forgot that experience carries over between classes for the Nameless One. I've read differently, so this might be a mod. Now I feel foolish for not taking care of those Giant Skeletons in the Mortuary! Oh well, the narrative will work better later...


The earrings that Mebbeth gives me are wonderful. She teaches me that used together, I can enchant each to hold a minor spell that I can use later. Handy!



I use my new-found power to identify that earring I found in the Mortuary. Apparently I can use it to create just shy of a 100 coppers. Sold!



I use it to purchase some new scrolls for my spellbook. I figure being versatile with the "art" can only be a good thing.


Quote:
Originally Posted by FRIENDS
Range: Touch
Duration: 5-20 second + 5 seconds / level
Speed: 1
Area of Effect: Caster
Saving Throw: Special

One's charm, one's beauty and one's charisma are oftentimes the key to gaining the trust of strangers and creating new friends.

When cast, the caster temporarily gains 2-8 points of Charisma, which could be helpful in making new friends, or opening new paths.

"This is one of the cool reasons to be a Mage in this game. Any other class is going to have to pump Charisma/wear particular items in order to hit the Cha "stat checks", but with a Mage you can do it with one or two castings of this spell. - The Editor"

Quote:
Originally Posted by SWARM CURSE
Range: 100 feet
Duration: 15 seconds
Speed: 2
Area of Effect: 3 feet / level of the caster
Saving Throw: Neg.

All that scuttles, creeps, and swarms shall be invited to dine... on a victim of your choosing.

Brings forth a swarm of insects to attack all those in the area of effect. They inflict 1-4 + (caster level / 3) points of damage every 5 seconds. No one can cast a spell while within the swarm.

"I love this spell. It's your first real "Area of Effect" spell, and it deals pretty damage - 6 to 15 points - at level 3. Best of all, restricting spell casting is awesome. - The Editor"



After the tiring task of writing my new spells into my book and resting until I can truly grasp them enough to use, it's late again. Rather than sleeping till morning, I tell Morte that we should go and have a drink. He can't get out of the door fast enough.

Things are looking up!



"Heeeey cutter," a thug says as I approach, "nice night for a mugging..."


(to be continued.)
  #90  
Old 04-09-2013, 04:36 PM
Eddie Eddie is offline
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SIGIL: CITY OF DOORS
In which we learn about The Cage, The Lady, and The Factions.
************************************************** **************************************************
Quote:
The update was too long to end at a decision point proper, so we're going to try something different. There will be a question at the end of this post; please read this and vote at the end! It will, in turn, affect a question in the next update.




By Krylee, Sensate Factotum, performer, and occasional tout


So, clueless eh? Oh - sorry, a prime. Well, no matter. Listen to me, and I'll give you the chant on this burg.

Welcome to possibly the most coveted place in the multiverse cutter. Sigil - affectionately known by its inhabitants as "The Cage" - is not the largest city in the multiverse (that honor likely goes to the City of Brass - The Editor), nor does it have what might be called a "clean" reputation. It's a city that takes in all the good and the bad in the world, and puts them into a pressure cooker. And the result is what you see here.

The city itself is a torus (kind of like a donut - the Editor), with the city inside. A basher can walk in any direction, and eventually - save for misfortune and accidents - find themselves back where they started. It's nominally divided into six wards:

The Lady’s Ward: Kip of the rich and powerful.
The Clerk’s Ward: Home of the bureaucracy.
The Guildhall Ward: The once and future place of power in Sigil.. that's where we are right now.
The Market Ward: The place to buy, sell, or bargain.
The Lower Ward: The working/middle class neighbourhood.
The Hive: The slums of Sigil.

The boundaries of each ward are disputed, as the inhabitants of each ward try and lay claim to one particular street or another (for prestige purposes, you understand). Nevertheless, they can serve as shorthand for directions, which is especially useful as the traditional cardinal directions are useless. Instead, many Cagers give directions depending on whether the location lies toward or away from the "Spire", the infinitely tall mountain that the city rests above. You can figure out where the Spire is by simply looking up and noticing which direction the city "curves". See? It's behind us, so if we head towards it, we're going "spireward". Get it?

Sigil is known as the "City of Doors" for good reason: it's theorized that every doorway in the city - EVERY doorway - holds a portal to another place in the multiverse. Imagine, one minute you're in Sigil, and by walking through a door way you're at the foot of Mount Olympus! Well, luckily, most of these portals only open if a "key" is presented. This key can be anything - an object, a word, a thought - but as long as you know what it is, you'll probably be able to step through the portal and instantaneously travel to places that could normally take you weeks or months to get to on foot.

(Of course, that also means that the occasional poor sod accidentally opens a portal as he's humming a tune he heard, and steps through a one-way portal to Gehenna, the Elemental Plane of Water, or worse. Some Cagers are so paranoid that many try and act as passively as possible when moving through a doorway. - The Editor)

As one might imagine, being a city with links to everywhere would make it a highly contested piece o' real estate. Merchants can use Sigil to ferry goods easily over long distances, friends (and enemies) can easily meet, and the diversity, culture, and experiences one can find in this city is second to none. Of course, all those portals stretching every which way would normally be a recipe for disaster. Armies could arrive literally through someone's back door, and the temptation for a powerful devil to park his butt at a portal to say, Arborea, and demand payment to travelers coming and going would be a very real threat to some places.

Luckily for the inhabitants of the Cage, they've got a warden looking over it who's pretty good at keeping the peace.




She's known as the The Lady of Pain. Her Serenity. her Dread Majesty. Allow me to relate a small story my father told me, whose father told him:

Once there was a god by the name of Aoskar. He was a power who tried to claim Sigil as his own. See, he fancied himself as the God of Portals, and pretty soon he had cutters all over the city whispering his name as they passed through one of the many portals in The Cage. Even got one of the Lady's Dabus to start worshiping him, and built a temple in the Lower Ward. It's hard to truly "rate" gods in the cosmic pecking order, but the fact is that any power is going to be a tough cookie, especially one whose found a niche that has thousands and thousands of bashers worshipping him every day. I want to be clear: he was a power. He was a god.

The Lady killed Aoskar, tossed his body in the Astral Sea, and destroyed his temple. Near as anyone could tell, she didn't even break a sweat.

It's this simple: what Her Grace wants, Her Grace gets. Not that she ever gives orders. See, She's one of those little things in the multiverse you don't question. Here's the dark I know on the Lady of Pain:

1) Her Dread Majesty controls all the portals into and out of Sigil. While powerful magic might allow you to break into the most magically protected sites across the Multiverse, it will outright fail if trying to get into or out of the Cage. And the portals are the only way into and out of Sigil; the berg sits on top of an infinitely tall mountain, remember?

2) Her Serenity communicates in three ways. The first is through the Dabus, who act as caretakers for Sigil. The second is to maze people who cross her. It's like you're walking down a familiar section of the city I hear, and then you find you can't get out. Boom, mazed. And if she feels that spending the rest of your good life in a maze won't "correct" the problem, she'll just outright flay you alive in her shadow. Dark of it is that anyone flayed by the Lady can't be resurrected neither.

3) There are certain things that are off-limits in Sigil that the Lady will not tolerate. One is plots to take over, grievously harm, or destabilize Sigil. That's a quick way to find yourself mazed. Secondly, she allows no one to worship her; those who do are found flayed soon after. So don't even think about it. Finally, if you're a power, you ain't getting in. The weakest of mortals can stumble their way into a city, but the powers can't seem to get a foot in the door.

You might ask yourself, "if the Lady runs the show, what's up with the Sigil Council? And the Factions? Why is she letting them run around, making rules and laws and decisions?" The answer seems to be, "because she allows them to".

Quote:
Originally Posted by The Editor
The Lady of Pain is what you call "off-limits to the players". She has never been "stated" out like many gods and dieties in Dungeons and Dragons have been at one time or another. The Lady of Pain is generally described like this: if the PCs try and fight her, they lose. It doesn't matter how many epic spells, magic trinkets, and rousing speeches you bring to the table. You will lose.

The Dabus are Lady's servants, and they're the caretakers of Sigil. They can often be found around town cleaning, fixing, or modifying the city to the whims of the Lady. Unlike the Lady, they seem quite mortal, in the sense that people have seen them be killed, but since they all look near-identical no one is sure if they replace their numbers as needed, or if there is actually a finite amount. Regardless, the Lady doesn't take kindly to berks killing Dabus, so don't try it.

The strangest thing about the Dabus is their speech, or rather, their lack of speech. Rather than words, they communicate in rebuses: pictures and symbols. (They seem to be able to understand any language, but their rebuses are sometimes up for interpretation as many Guvners will argue with you - The Editor).

I mentioned one that worshiped Aoskar before The Lady penned him in the dead book; she left him alive, but... he's different than the rest now. No one knows why the Lady didn't just flay him, but now he mostly spends his days covering the Slime Portals in the Hive and creating tattoos. Weird guy; some are afraid to meet him, thinking they'll make The Lady mad, but I haven't heard chant of anyone disappearing after meeting him.

The Dabus have, on rare occasions, spoke the word of The Lady, the last decree being that there should be no more than 15 factions in Sigil (leading to the merging of factions such as the Sons of Mercy and Sodkillers). The Lady doesn't ask twice, so in the fury that followed, 15 remained.

Much like how “gods” are actually tangible creatures that someone could theoretically meet, there are very tangible examples of how philosophy – belief – can change one’s world in a very real and observable fashion. Thus, when someone tells you their 'philosophy', they’re doing more than explaining how they “think” the world should be: they’re actively trying to change the world they live in to meet their expectations.

Of course, most places – save perhaps for Limbo – won’t change on account of one individual believing in something. The powers might have that authority, but not the common sod like you and m!. But if one person can’t “will” their belief into existence, perhaps ten can. And if ten can’t, perhaps a hundred can. And if a hundred can’t… well, you’re a smart cutter, you get the idea. So what’s happened is that people have banded together to push their way of thinking. These are called 'factions'. Some groups are quite small, others are so big their factols couldn’t rightly tell you how many belong, but most try and have a tent large enough so that enough people can work together. Such individuals might have different interpretations their faction’s philosophy, but they’ll still both be 'steering' reality in about the same direction.


The number of factions has ebbed and waned over the uncountable history of the Multiverse, but in Sigil today, these are the fifteen that exist:

The Athar believe that the deities and powers in the multiverse are unworthy of worship, and to do so reinforces their subjugation of mortals. To the Lost, deities are just incredibly powerful individuals that are as flawed as lesser beings, and should therefore not be idolized. Kind of barmy, but they're alright.

The Believers of the Source see the multiverse as a testing ground, a place designed to help one pursue self-discovery and personal growth. Only through this path can cutters move up the latter of existence. The ultimate goal? Godhood. A bit self-centered, but they're good people.

The Bleak Cabal believe the multiverse has no purpose or deeper meaning, and every individual must find their own reasons and motivation from within. Trust me: never drink with a Bleaker. Alcohol can be depressing enough.

The Doomguard‘s philosophy revolves around entropy, the force of decay that they believe to be the only constant on the planes. These guys are bad news; nothing good can come from people who think death's a good thing.

The Dustmen believe that this life is a shadow of real existence, and that everyone has already died and transitioned to this poor substitute. Seeing no value in this life, the Dustmen accept death, and work to prepare themselves for the “True Death”, and whatever stage of existence exists beyond it. I've always wondered what it's like to be a Dustman; I'm guess it's no fun.

The Fated accept that life is tough, but assert that it is survival of the fittest, and that each individual has the right to do whatever it takes to survive and prosper. The multiverse exists for those that can take it, and those who won’t fight for their piece deserve to be shoved aside. Tip for you basher: never owe money to a Taker.

The Fraternity of Order champion “order” over “chaos”. They believed understanding the laws of the multiverse provides influence over it. These eggheads are probably juggling about three things that they don't understand, but I've got to admire their vision.

The Free League believe in individuality: people should be allowed the freedom to do whatever it is that makes them happy. Some bashers don’t even consider the Free League a faction at all given that they refuse to stand for a common philosophy.

The Harmonium think peace can only be achieved by getting every person across the planes to believe in the same ideals. Naturally, their beliefs are best suited for the task, so peace requires enlisting everyone into being a member of the Harmonium.

The Mercykillers believe in punishing those who break the law – and bring the muscle to back it up. To a member of the Red Death, upholding justice is their purpose, and punishment is their tool. One of these guys yells your name, you run, got it?

The Revolutionary League seek freedom from authority, and the total liberation of the planes from high-ups and hierarchies – especially from factional influence. Only once the chains of society are cast down will everyone be free to find the truth of the multiverse. Pretty romantic really, even if they want to tear my faction down.

The Sign of One believe that we’re all the masters of our own reality. With enough belief, one can shape their universe… or be crushed beneath it. These guys can be a real hoot once you get them drinking.

The Society of Sensation seek to demonstrate that experience equals power. That doesn’t mean simply length or depth of experience (though those are nice), but breadth. We Sensates believe experiencing something is the only way to understand it, and so to understand the multiverse one must expose oneself to as much of its experiences as possible.

The Transcendent Order seek to attain unity of mind and thought. Deliberation and hesitation are flaws from the standpoint of their members, and the Ciphers believe that by purifying action into instinct one can discover their role in the multiverse. I honestly don't know what that means.

The Xaositects are chaotic to the extreme. They think that disorder is the true state of the multiverse, and the only state worth seeking. True freedom and strength can only be found by discarding reason and conformity. Great artists, won't find any better in the multiverse.

No one knows why The Lady chose for there to be 15 factions instead of another number. And while the city is arguably better since her decree, there's just as much schemeing and fighting between the factions to make Sigil a rough burg to live in. It was - like all of the Lady's decisions - Hers to make. But now we're all in here, and most of us are trying to get along with the rest.

Well, that's the dark of it all cutter. You've heard the gist of what makes Sigil what it is, so now I'm going to ask you a question:

Quote:
1. Is Sigil, the City of Doors, a city of chaos, whose contradictions give it purpose? (more chaotic)
or

Quote:
2. Is Sigil, the City of Doors, a city of order, whose rules give it purpose? (more lawful)

Last edited by Eddie; 04-09-2013 at 05:23 PM.
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