Shadows over Sigil - The Eternal Boundary
What is this about?
13
years ago I started a campaign with my roleplaying group, set in the
Planescape setting - mainly in Sigil, City of Doors, but also on
various planes. We started in 2011 and the campaign is still running.
Since writing is a great passion of mine - both professionally and privately - I started to write down the
game nights, as single chapters of a novel. A novel with many parts,
should I ever get that far. Our group decided to share our story
publicly as well - so here it is.
What to
expect?
There is one major story arc that spans the entire
campaign and is also ongoing. But each part also has a smaller,
connected storyline, some of which is based on the original
Planescape adventures and some of which came from my ideas as DM. The
main characters are on the one hand the OCs of the party members, on
the other hand some of the NPCs of the Planescape setting books or
NPCs created by myself.
Is the campaign in accordance
with Planescape canon?
Yes, for the most part. Obviously
we are playing DnD 3.5, which means that everything that happens
refers to the old Planescape setting books, not to the new 5e edition
that is coming soon - which we are nevertheless very excited about.
Possibly parts of it will find their way into our campaign. But since
a large part of the story was played before fall 2023, the original
Planescape setting is the determining factor here.
Long before
Magic the Gathering was part of WotC, as a DM I integrated individual
MtG worlds into our campaign because the wonderful Planescape setting
allows it so beautifully. For example, one of the OCs is from
Kamigawa. Funnily enough, by now it's even canon.
I also
"smuggled in" some minor elements from other settings. For
example, factol Sarin is not a paladin of Cuthbert, but of Iomedae
from the Pathfinder setting. These were minor changes at the time
that sprang from my personal taste, but basically have no major
impact on the story itself.
Parts of the story are also
inspired by the well-known Azrai campaign, which had a great wiki,
that unfortunately exists no longer. The one or other Planescape
veteran might remember it.
Will there be regular
updates?
That is planned. I will try very hard to keep the
story going and update it regularly.
Do I need to know
D&D / Planescape to understand the story?
That is
definitely helpful. In the story itself there is no introduction to
Sigil and the planes, the factions etc.. That said, knowing the
setting at least a bit will definitely help to follow the story,
understand hints etc. However, I think and hope that even readers
inexperienced with Planescape will be able to appreciate the story -
they will just feel a little more clueless. ;)
After this somewhat lengthy introduction, let's take a quick look at the main characters before the first chapter. On the one hand the OCs of my players:
Naghûl is of medium height and slender, but quite athletically built. He has light blue skin and dark red hair, which he wears about shoulder length. His amber eyes and two strong, curved horns complete his appearance.
In order to lead and influence troops, Naghûl was created with charismatic appearance. He can be charming as well as threatening, lie one's head off and assume different roles with a snap of his fingers. His emotions are very powerful, which is not always to his advantage and can lead to rash actions here and there.
Sgillin is about 5'9"
tall, wiry yet muscular and wears his long black hair shaved off at
the sides. He is a ranger and very good archer, has a preference for
mead, women, fights, taverns and tattoos, and likes to take risks,
often without regard for his own well-being.
The pretty young woman is small and delicate, but femininely built, with a fair complexion and long, snow-white hair that she often wears braided. Her light blue eyes appear clear and calm like a deep lake. In emotional moments or just before transformation, they turn turquoise and the pupils become cat-like slits. Her clothing is practical, sometimes even revealing, to allow her to transform quickly. On one thigh and both forearms she has black tiger stripes and her movements are graceful and catlike. Due to her high metabolism, she eats a lot and has a relatively high body temperature.
Lereia had a happy childhood, but the fact that she was abandoned by the people who were supposed to love her unconditionally weighs on her to this day. Therefore, she is afraid of rejection or losing loved ones and holds on to them very tightly. Of warm, compassionate and gentle character, she sometimes seems reserved, almost shy. She is usually calm and composed, but can also be cheerful and enthusiastic. The need to roam in the wild is in her blood and if she doesn't have the opportunity to do so for a longer period of time, she can react quite irritably - as well as if she herself or people close to her are threatened. Then her animal instincts show. Lereia used to suffer greatly from the curse, but she overcame it through inner strength and determination. It seems that she is slowly learning to accept herself.
During this time he grew into a 5'5" tall, muscular man with black hair and an angular face, who learned to hide his true feelings far behind his dark brown eyes. This gave him an almost stony expression, in a world where everyone always seems to smile kindly after defeating the Oni. A deep seriousness emanates from the man who survived the Kami War, unlike his brother Tsubasa, his village and, to his knowledge, his mother and sister. After the turmoil of the war, he was accepted into the service of the new daimyo and served there to save his face and bring honor to his family. However, the horrors of the war had changed him. The carefree boy who wanted to become a samurai had been replaced by a soldier withdrawn even by Kamigawa standards. Kiyoshi does everything he can to live by the rules and traditions, leaving his place of service only once a year to visit the collapsed mine on the anniversary of his father's death. Recently, his daimyo sent him to Sigil, where Kiyoshi joined the Harmonium.
Jana is a human woman in her early thirties, slender and of medium height. She has shoulder-length blonde hair and is certainly pretty to call, but seems unaware of it. She usually wears a dark gray or black robe of simple, sturdy fabric. Unlike many witches or mages, she does not seem to have a familiar.
Raised in a monastery, Jana learned to read, write and draw as well as singing, cooking and herbology. The latter she developed into certain alchemical skills. Unlike her magic, which she casts purely intuitively, Jana learned alchemy systematically and scientifically. Little, on the other hand, does she seem to know about matters of etiquette. While Jana is generally friendly and outgoing, she can sometimes appear suddenly absent-minded and even slightly confused. Then she often gets tangled up in her own words.
And on the other
hand, the main NPCs in the first part of the novel:
Erin Montgomery is the current factol of the Society of Sensation, or Sensates. She also bears the sobriquet Darkflame. She was born in the realm of Tir na Og in the Outlands, where she was a priestess of Diancecht, the Celtic god of healing, by the age of only thirteen. However, due to an incident with a Tanar'Ri army, she had to leave her village when she was seventeen years old. She traveled the planes for ten years, her path also taking her to the Prime Material. Then she came to Sigil, accompanied by her lover, the half-elf Da'nanin. Only four years later, Erin was factol of the Sensates.
Erin is of medium height and remarkable figure. Her clear, fair complexion and copper-colored hair combine with her bright green eyes, attractive features and an inner fire to make her an unforgettable sight. Yet, despite her so engaging appearance, she does not display the vain behavior seen in many a Golden Lady of Sigil. Still, Erin's clothes are a sight to behold, especially since her factolship. In typical Sensate manner, she likes to change through the most diverse colors, shapes and styles - but she does so with an elegance that is unparalleled. Her flair for fashion is as unerring as her flair for politics.
In her early thirties, Erin Montgomery has seen and experienced more than some planars three times her age. She combines two qualities extremely useful in Sigil: she is beautiful and very intelligent. In addition, she has a remarkable flair for politics and intrigue. Envious people claim that she only holds her office because she is beautiful enough for it. But those probably speak ill of her only because they have had shameful experiences in negotiations with her. This woman holds office confidently and sovereignly. Kind, charming, always honestly concerned about her faction members, thirsty for knowledge and new experiences at all times - and yet calculating, intelligent, politically skilled to manipulative and uncompromising when necessary. And this may be only the surface. What aces this woman has up her sleeve, what trump cards she could play, what she knows about whom and how far she would go, all this even close confidants can only guess. Not for nothing does she bear the unofficial title of "Sigil's second most powerful woman". She is currently the undisputed master of the Kriegstanz.
The paladin is an attractive man, tall, broad-shouldered, about mid-forties. His black hair, dark eyes and tanned complexion give a hint of his origins in the southern region of Iironda, as do his clothes and his weapons, two scimitars. When on duty, he usually wears his distinctive armor, made of the particularly hard red steel. He has a smooth, deep voice that can effortlessly fill a lecture hall or the streets of the Cage.
The factol's appearance attracts attention and so does his personality. He can be quite friendly and charming - when he wants to be. But even when he is displaying his sterner, more unapproachable traits, his magnetic character commands respect. He believes steadfastly in the cause of his faction and would do anything honorable, lawful and good to advance the goal of peace and harmony. Since Sarin is very active in Sigil, residents see him in the streets with some regularity. He makes it a point to keep up with the current social climate and trends of Sigil. The paladin expects discipline, obedience and a high sense of duty from faction members. He is direct and straightforward, but very fair with his subordinates. If they should ever have to deal with him off-duty, the factol is quite approachable on a personal level. This stern, yet friendly demeanor has helped him gain popularity not only in his own faction. Without a doubt, Sarin is one of Sigil's most outstanding leaders. Moreover, there is one characteristic about him that sets him apart from most other factols: He is married and has a family. His wife Faith is a priestess of Iomedae, and together the couple has nine children. The eldest daughter, Marinda, is seventeen.
Terrance is a human in his early sixties. His hair has already turned gray, and the wrinkles that have crept into his face in the meantime reveal a lot about his facial expressions: they are, above all, those typical laugh lines around his eyes and mouth. His blue eyes are still bright and alert and reflect his feelings quite openly. Terrance is often dressed in dark blue, silver-embroidered robes that make him clearly recognizable as a priest. However, it is rumored that he sometimes travels incognito in the alleys of the Hive in far simpler clothing and a dark cloak. Terrance possesses the strong charisma of a high priest, a dignity, sovereignty and natural authority that is difficult to resist.
Terrance is one of Sigil's friendliest factols. He feels great confidence in the multiverse and in existence itself. Many Athar embrace bitterness to themselves like a lover. Terrance, in this dark sea an island of quiet serenity and moderation, is a welcome change and relief. While many Athar hate the gods, Terrance judges them on a more individual basis, acknowledging that some are good and some are evil. And while he respects the good ones, he rejects the evil ones. Towards his faction members, he is kind, helpful and gracious. Since being quick-tempered is not in his nature, though, he is usually calm even when dealing with opponents. In doing so, however, he displays a quiet but unmistakable cynicism, which often accompanies him in other ways as well.
Ambar's elven heritage is evident in his slender figure, while his human one makes him taller and more muscular than an elf. He wears his red hair shoulder length and mostly loose, sometimes tied back by two thin braids over his temples. His eyes are the color of fresh, young leaves. When he feels like it, Ambar likes to wear elegant, distinguished clothes, but then again he wears the simple, practical robes of a ranger.
Ambar is a talented bow maker and goldsmith, learning the former in Fayrill and the latter in the Great Foundry. But above all, he is a gifted bard who has a suitable song ready at any time. The mastery of almost every known instrument and a wonderful singing voice contribute significantly to his great popularity. Many of his songs are known and loved not only in the Foundry, but also outside of it. Ambar is considered cheerful, light-hearted, humorous, charming and witty. He seems to have overcome his past.
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