Affliations around Sigil 80 years later?

38 posts / 0 new
Last post
Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

So in a Sigil that's 80 years after Faction War, the Lady's decree of no factions still more or less stands. At least no group is calling themselves factions any more at least officially.

At lot of things are more or less the same around Sigil, the only exception is the technology has advanced considerably (up to the 19th century, or PL 4 in D20M terms), but for the most part it doesn't change a thing about organizations.

Anyways some of the power groups that I can think of would be the old factions, exiled factions trying to come back, planar sects trying to get in and various guilds that could be around as "Affiliations" to join in Sigil.

One of the things I see happening in this setting is competing corporations even though the PTC is perhaps the one at the top.

I see competing 'law enforcement' or security groups, each one influencing only a certain parts of Sigil. Along with criminal organizations in direct conflict, and 'tribes' that sort of pop up in Undersigil and the city above.

Here's an incomplete list of affiliations I can think of, both and small organizations.
Athar (Still not quite welcomed)
Bleak Cabal (Going strong despite not being a faction)
Chainmen (Slavers guild from Spelljammer)
Clockmaker's/Mechanic's Guild (The closest thing to a 'technology' guild)
Daughters of the Light (The "anti-faction" watchdogs)
Doomguard (slowly "recovering" still)
Dustmen (still going strong)
Expansionists (making their return)
Fated (slowly making their way back in)
Fraternity of Order (Still mostly Mechanus based)
Free League (still going strong, though often in conflict with the PTC and Merkhants)
Gate-Seekers Guild (Lissandra's guild)
Guardians (Elysian sect)
Harmonium (Not really welcome, but back in a few places competing against the Sodkillers and Sons of Mercy)
Illuminated (from Plague Mort causing trouble in Sigil)
Ishtaritu (prostitute guild/cult, because they're my idea)
Merkhants (the competitors of the PTC)
Mind's Eye (growing in strength)
Order of Eternal Vigilance (Another watchdog/enforcer group)
Planarists (anti-prime group that's seeing it's number grow)
Planar Cartographers Society
Planar Trade Consortium (the strongest commercial interest in the multiverse now)
Planes Militant (Trying to come into Sigil and prevent the Hardheads from coming back)
Planewalkers Guild (has a strong base in Sigil)
Pragmatic Order of Thought (loosely aligned with the Anarchists, from SJ)
Regulators (defenders of the status quo from ELH, just ignore the epic level stuff)
Revolutionary League (never went away)
Ring-Givers (coming back)
Seekers (from the Spelljammer setting)
Sigil Advisory Council (the "governing" council)
Society of Sensation (still around)
Sodkillers/ Minder's Guild (One of the primary enforcers)
Sons of Mercy (The other primary enforcer)
Touts Guild (growing strong)
Transcendent Order (still strong)
Xaositects (currently called the SoXanites as of the last few months)
Xenos (human supremacists)

Elethíus's picture
Offline
Namer
Joined: 2004-05-11
Affliations around Sigil 80 years later?

So, the Ishtaritu, who I presume pay some kind of tribute to Ishtar: what kind of role do they play in the city's social structure? Are they like a union for prostitutes or do they engage more actively in protecting collegues, in the lines of the Old Town prostitutes from Sin City (not that a union wouldn't protect members, but they usually do it in a less throat-cutting manner)?

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

I wrote 2 articles about them, one on the Ishtaritu themselves and another on some of the more significant members. They're sort of a prostitutes union, protectors, a cult of Ishtar and other goddesses, and Dune's Bene Gesserit and Honored Matres all in one.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

As for all the other groups, well I guess you could divide them up by their functions or roles, such as guild/trading company, ex-faction/political group, enforcers, and so on. Don't know if you could all easily fit them into the PHB2's types of business, cabal, college, druid circle, fighting company, government, spy ring, temple, thieve's guild, and tribe, since many do more than just what one of those do.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

You really should check out what they've done over at Urban Planescape. The UPS people decided to bring the factions back in and have wars and stuff, and they have a timeline you can use and everything. I'm not saying that what you've done is bad, just that a lot of the work has already been done for you if you want to use it.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

It's not my intention to have the factions come back anytime during this timeline.

And it's 80 years later, so there's room for changes I want in such as 3.5-isms that may be harder to work in and 19th century technology, while keeping many things of my choice the same as they were.

Also by affiliations I mean two things organizations in general whether big or small, and affiliations as the mechanic from the Player's Handbook II. I know someone's bothered to make many of the factions as affiliations.

And I'm looking to show the whole "guilds not factions" situation set after Faction War, at some point during it's height.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

It seems to me that the Sodkillers/Sons of Mercy dynamic immediately following the Faction War wasn't sustainable - the Sodkillers sold law only to the highest bidder, and the Sons of Mercy didn't have the authority necessary to make a real difference. With the Fraternity of Order banished and the dabus awkwardly handling trials, the whole mess was intended to illustrate the lawlessness and upheaval that Sigil still had to go through before it again had a fully functioning society.

Primarily, at least one of these factions has to gain some measure of legitimacy. You can't have Law without the weight of official sanction. Until a group becomes a real arm of the city's government, they're just like anarchs in Limbo, imposing a facade of stability that's actually just another flavor of chaos. Perhaps a society can survive that way, but those who champion Order will not permit Sigil to become an anarchist-libertarian experiment, not for long.

The city's government, to have any real authority, must have a monopoly on the use of force. Therefore there cannot be rival "arrest guilds" undercutting one anothers' flavors of justice. Decisions must be made.

80 years later, things should be very different. I can think of a few different possible scenarios:

- A decade or so after the war, the Sons and the Sodkillers can no longer tolerate one another at all, and their rivalry degenerates into open war. Both are banished from the Cage. Entirely new factions gain authority over the city's order.

- The two factions realize that they're both incomplete without their other halves - Justice cannot exist without Mercy, and Mercy cannot exist without Justice. They reunite under a leader more sane than Alisohn Nilesia was.

- Alisohn Nilesia returns to the Cage, takes over the Sodkillers, and has the Sons of Mercy quietly "disappear" until they no longer exist in any meaningful sense. The Sodkillers gain official jurisdiction over all three wheels of order: arrest, judgment, and punishment.

- The two factions manage to come to terms with one another. While they do not reunite, they are no longer enemies. The Sons of Mercy gain power over arrests, the Sodkillers over punishment, and a new faction gains power over judgment (or the Guvners come back in some form - maybe the Mathematicians schism from the main group in order to have a presence in Sigil, or maybe a rogue modron evolves the the point where it is able to handle all the trials in the city at once).

- Sigil splits into two independent governments, one that the Sodkillers police and one that the Sons of Mercy police.

I think that while it's not by any means necessary or desirable for Sigil to return to the status quo after the war, eventually things should get to the point where the new order is as iconic, philosophical, and otherworldly as the old. Most of the guilds are, at this point, too mundane for Sigil.

Incidently, I don't see a psionic guild on your list. Should there be one?

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

Somehow I see the Sodkillers and Sons of Mercy policing different parts of the city, which might be along the lines of different wards or just a completely messy puzzle of territories. There may be sort of a 'treaty' between them, with other groups of course wanting to police their own parts. Granted it means in many situations it could be unpredictable as some places you'll get a stern warning and a beating with clubs, and others you'll just be shot.

The Hive will always generally remain lawless, but other parts of Sigil I view as stabilizing after about 80 years. It's very possible in the more affluent (or economically important) parts of Sigil the Planar Trade Consortium is calling many of the shots, and they're likely to have the Sodkillers on their side. Though with a situation like that, then it means the Sodkillers would be the more dominant guild.

Though the thing is before and after faction war, the city never really had a central government. It was really just a bunch of disparate groups trying to bring forth their policies, and some kind of general edict or guidelines coming out as a result.

There probably would be a psionics guild of some sort, but I didn't bother including an arcane guild either (though it's likely one of them is going to be the Incantifiers). It could be something along the lines of Dark Sun's The Order, or sinister as Eberron's Inspired, an offshoot of the Order of Zerthimon diluted for non-Githzerai, or something inbetween or different.

One issue I see with 19th century technology is if Sigil has a train system (that's hardly a reliable one), who would have concerns and control over it?

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

'Kobold Avenger' wrote:
Somehow I see the Sodkillers and Sons of Mercy policing different parts of the city, which might be along the lines of different wards or just a completely messy puzzle of territories.

That might work. Along the lines of rival police departments.

Quote:
Though the thing is before and after faction war, the city never really had a central government. It was really just a bunch of disparate groups trying to bring forth their policies, and some kind of general edict or guidelines coming out as a result.

It didn't have a mayor, prime minister, or chief executive, but it had a government. That's what the Hall of Speakers was (and arguably, that means the Signer factol was the prime minister, albeit a very weak one). The representatives of the factions at the Hall of Speakers was exactly like a parliament, voting on and ratifying laws.

Far from only making "some kind of general edict or guidelines," they made actual binding laws, codified laws on things like tax codes, zoning laws, salvage rights, and which religions were illegal to worship. While it was something of a chaotic, fractious place, they got things done.

After the war there's the Sigil Advisory Council, which was too weak immediately following the war to really count as a government, but might have evolved into one.

Quote:
One issue I see with 19th century technology is if Sigil has a train system (that's hardly a reliable one), who would have concerns and control over it?

Maybe the Incantifers. Or the Clockmaker's/Mechanic's Guild. Or the SoXanites. If the trains go into other planes, the Gateseeker's Guild would be involved.

Maybe the Ring-Givers, because the trains always return to the station they left from. Maybe they didn't always - maybe sometimes they left the station and got stranded on other planes or in Sigil Below when a section of tunnel unexpectedly became a portal. So they brought in the Ring-Givers to ensure that the Unity of Rings was always maintained, and Sigil wasn't constantly leaking trains. Nowadays, while trains don't always take the routes they were intended to take (and in fact sometimes run through extremely bizarre locations), they eventually find their way home. No matter what.

Another question: how do the future-Sigil people distinguish between the Seekers (Spelljammer faction) and the Seekers (Mind's Eye faction)? Or are they the same thing now? I would just have them merge, personally. Both groups are seekers of knowledge, after all.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

When I look at the future of PS, I tend to see either the factions returning in an official status the way they have in Urban Planescape, or the Factions being supplanted by the Sigil Advisory Council. Personally, I prefer the latter.

If the SAC wants to stay in power, the first thing they'll do is take control of the police. They've already started to do that with the help of an independent Town Watch, and the second step is to get the Sons and Sodders out of Sigil. Of course, either faction is strong enough to crush the guard in an all out confrontation (although the Sons probably wouldn't want to), so first the Advisory council waits until the two factions erupt into open war, and then, once the two factions are weakened and public opinion is sufficiently on their side, they arrest the ringleaders, shut down the Minder's guild, and do their best to kick both factions out of Sigil. Then they quietly expand their forces by hiring factioneers from both sides until they are strong enough to police Sigil on their own.

With Sigil's policing controlled by one neutral party, the two factions will quietly assimilate into the new order of things and assume new roles. The Sodkillers, now without a guild to hide behind, will continue to serve as bounty hunters and mercenaries, but will lose any official status they had before. The Sons, meanwhile will assume control over Sigil's prisons. And, of course, both groups will try to take over the Watch.

I picture Sigil's Police Department eight decades after the Faction War as being one coherent unit that more or less controls the whole city (besides the Hive), but internally is rife with factionalism. No more than a third of the watchmen will be non-factioneers, the rest will be made up of Sodkillers, Sons of Mercy, Harmonium and other factions all trying to take over Sigil's streets, one precinct at a time.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

'ripvanwormer' wrote:

Maybe the Incantifers. Or the Clockmaker's/Mechanic's Guild. Or the SoXanites. If the trains go into other planes, the Gateseeker's Guild would be involved.

Maybe the Ring-Givers, because the trains always return to the station they left from. Maybe they didn't always - maybe sometimes they left the station and got stranded on other planes or in Sigil Below when a section of tunnel unexpectedly became a portal. So they brought in the Ring-Givers to ensure that the Unity of Rings was always maintained, and Sigil wasn't constantly leaking trains. Nowadays, while trains don't always take the routes they were intended to take (and in fact sometimes run through extremely bizarre locations), they eventually find their way home. No matter what.


Those are ideas I haven't thought of yet.

Though with situations like that, the trains would probably need some look-outs to get bearings on where they go, and to look out for the occasional creature that wants to harass the train. And with missing trains and mysterious route changes, there's probably going to be the odd "ghost train" or "cursed route". It's very possible that the occasional single passenger might just disappear on a train, as it went through a tunnel because they just had the right portal key at the time. A ghost train doesn't necessarily mean one filled with undead. It could be a mysterious reflection or phantasm, an abandoned train forever going through the tracks reappearing certain nights on anti-peak, or simply the rogue train that awakened to sentience (and maybe there's an organic psuedonatural train out there too).

Quote:
Another question: how do the future-Sigil people distinguish between the Seekers (Spelljammer faction) and the Seekers (Mind's Eye faction)? Or are they the same thing now? I would just have them merge, personally. Both groups are seekers of knowledge, after all.
I never realized the alternate name for the Mind's Eye was also Seekers. Well the SJ one would probably be titled Truth-Seekers, and the newer faction would be the Inner-Seekers or Vision-Seekers.

On the other hand the (Truth-) Seekers might have an opposite, an organization that seeks to bury the past in whatever form whether good or bad, because they believe it's the only way to turn Wheel of Ages and move on. Perhaps at one time they were part of the Doomguard, and got some recruits from the Eschaton when things settled after the Faction War. They could be called the Ouroboros or the Ouroborites.

I guess another SJ faction I should include to the list would be the Tenth Pit, now in SJ they're just a mercenary/pirate organization with a not really defined agenda. But around the planes it should be more apparent that their really a cult dedicated to Baator and the Baatezu, seeking to bring about a 10th layer to Baator. They could be serving Asmodeus, or a disposed Lord of Nine like Moloch, or maybe they intend to create a new Archduke.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

'Duckluck' wrote:
When I look at the future of PS, I tend to see either the factions returning in an official status the way they have in Urban Planescape, or the Factions being supplanted by the Sigil Advisory Council. Personally, I prefer the latter.

If the SAC wants to stay in power, the first thing they'll do is take control of the police. They've already started to do that with the help of an independent Town Watch, and the second step is to get the Sons and Sodders out of Sigil. Of course, either faction is strong enough to crush the guard in an all out confrontation (although the Sons probably wouldn't want to), so first the Advisory council waits until the two factions erupt into open war, and then, once the two factions are weakened and public opinion is sufficiently on their side, they arrest the ringleaders, shut down the Minder's guild, and do their best to kick both factions out of Sigil. Then they quietly expand their forces by hiring factioneers from both sides until they are strong enough to police Sigil on their own.


I always saw the Sigil Advisory Council as being the post FW version of the Council of Speakers. They'd prop themselves up as mediators for these disparate interests that threaten to destabilize the Cage. At one time in those decades past their were armed militias of different guilds and neighbourhoods each staking their own territories, but the Council got most of this to stop. Or at least maybe to most it would seem like they used diplomacy, but they could have resorted to more underhanded methods.

Their head is (or was) Ex-Factol Rhys and I'd go with she's still alive even after 80 years because of either a long lifespan, some form of immortality or a clever impostor that replaced her long ago.

They may just be more than a simple "governing" council, and really happen to be a cabal that can see and watches out for hidden signs in places around Sigil and events across the Multiverse. The Sigil Advisory Council with knowledge of these signs, interprets what they feel is the best course of action.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

'Kobold Avenger' wrote:
I guess another SJ faction I should include to the list would be the Tenth Pit, now in SJ they're just a mercenary/pirate organization with a not really defined agenda. But around the planes it should be more apparent that their really a cult dedicated to Baator and the Baatezu, seeking to bring about a 10th layer to Baator. They could be serving Asmodeus, or a disposed Lord of Nine like Moloch, or maybe they intend to create a new Archduke.

Or they could be trying to create a tenth layer of Hell and install Moloch as the Arch-duke. I've always liked the idea of Moloch being out there somewhere raising an army to facilitate his return, and it seems like a band of pirates and mercenaries would be the perfect people to hire.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

The Tenth Pit could also be servants of Gargauth, the exiled baatezu lord whose title is the Tenth of the Nine. They could be exploring Wildspace searching for a world ripe for their master to drag into Baator.

The Spelljammer boxed set said this about them:

Quote:
The organization's stated goal is to extend order into the spheres and provide guaranteed safety between them, but the unstated follow-up is that the Tenth Pit will be set in charge. There are stories of Tenth Pit agents working among evil groundling organizations such as the Draconians of Krynn and the Zhentarim, and their dealings with powerful extradimensional beings of lawful and evil alignment.

I can see them as allies of the Harmonium as well.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

Allies? Preposterous! They both want order, yes, and they both want everyone to have their kind of order, but they have too different kinds of order, and they are both too aggressive to back down. Unless one of the groups coopts the other, I can't see them doing anything besides fighting over which definition of order is right. Also, what with the Harmonium's expansion into other spheres, they are likely to come into conflict over territory as well as ideology.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

They both desire peace through order at any cost. They'll work together to gain that first, then worry about fighting among themselves once Chaos is eliminated from the multiverse. The Harmonium are convinced that by then, everyone will see that their path is the best. After all, take away Chaos and all that's left is Harmony. The Tenth Pit is convinced that by then, their agents will have wormed their way to the top of the Harmonium's hierarchy, and there won't be any difference between the two groups.

If the Harmonium is willing to ally with the Guvners and the Red Death - and they are - I think they're willing to ally with any lawful organization, at least in the short term.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

That's true enough, but the Guvners are just trying to understand the law, and Red Death enforce it. Neither one of them is a direct threat to the Harmonium's power because, while their ideology is similar, their goals are different. Instead the Harmonium views them as tools, weapons in the fight against chaos. I think the Tenth Pit could be viewed the same way, but they probably won't be for long. Their goals are too similar. I sort of see the Tenth Pit and Harmonium as being in a perpetual cold war, fighting for the hearts and minds of the people of a nation, plane, or sphere and moving on when one side wins. Even if the two groups are technically at peace they will never be more than allies of convenience fighting off chaos while they search for holes in the other's armor.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

That all depends on whether or not the Tenth Pit is open about what its goals are. As they seem to be sneaky about that sort of thing, I imagine they tell the Harmonium whatever they want to hear.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

"Why yes, cutter, we most certainly will embrace your cause. Now excuse us while we spread harmony to those bashers over there. Never mind any screaming you may hear, that's just the sound of progress."

Moral-Decay's picture
Offline
Namer
Joined: 2007-02-22
Affliations around Sigil 80 years later?

'ripvanwormer' wrote:
Far from only making "some kind of general edict or guidelines," they made actual binding laws, codified laws on things like tax codes, zoning laws, salvage rights, and which religions were illegal to worship. While it was something of a chaotic, fractious place, they got things done.

None had the full backing of the only permanent authority, though. I agree that Sigil would eventually settle back into the illusion of order. I vaguely pictured a kind of Morpork-style arrangement between rival law-enforcement agencies. As Kobold Avenger said, the PTC would likely favor the Sodkillers or their successors. But if Rhys values balance then she'd probably help the Sons of Mercy until they gain the necessary popularity among voters. It could work out.

Thinking about technology here would give any Guvner a headache. Most of the planes, including the Prime(s), allegedly go on forever. Some of them must logically contain technologically advanced societies. Some of these probably view Sigil as a backwater (and vice versa).

Sigil has existed in something like its pre-war form for centuries. In some ways it hasn't changed for as long as we have trusted records. Technology would have advanced by now if it could. Presumably the effect of mortal belief prevented this. And it seems like at any given time the Prime Material must hold infinitely many societies at every possible level of tech. Because "possible" in this context implies that it happens infinitely many times. If infinite worlds have a small but non-zero chance to maintain less technically advanced cultures (and I doubt this would ever change) then we'll continue to have infinitely many of these cultures shaping the planes. Likewise, the numbers say that nearly any development we can expect from the future has already happened.

[edited to fix my confused code]

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

'Duckluck' wrote:
"Never mind any screaming you may hear."

This is the Harmonium we're talking about, not the Planes-Militant. The Hardheads have always had evil members, and they've never seemed to mind the screaming before, not when they ethnically cleansed their homeworld of elves and fey, not when they set up concentration camps on Arcadia, and not when some of them brutally beat up every Indep they saw. They have good members too, of course - probably an equal number - but they're hardly going to refuse to associate with a lawful group just because their methods are bloody. If anything, I suspect the Tenth Pitters will learn a lot about evil from the Hardheads, rather than the other way around.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

'Moral-Decay' wrote:
None had the full backing of the only permanent authority, though.

The Lady of Pain is certainly the permanent authority, but she doesn't govern. That's left to mortals to figure out. The Hall of Speakers was still the government, even if they weren't the city's true ruler.

Quote:
Sigil has existed in something like its pre-war form for centuries. In some ways it hasn't changed for as long as we have trusted records.

That's a possible interpretation, but not the only one. James O'Rance once wrote a timeline that showed how the progress level of Sigil increased as things went on, so Sigil was in a stone age at the time of Gith's rebellion, in a bronze/iron age from the time the "ancient wizard" was imprisoned in the Labyrinth Stone to the time of the founding of the Fated, in the equivalent of the Middle Ages from the time Vartus Timlin was mazed to the time Hashkar became factol of the Guvners, and in the Age of Reason (complete with primitive firearms, like Toril has) until the present day.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

Of course either timeline you use, 80 years is probably way too soon for them to have trains and such. If you figure that Sigil was at approximately late renaissance (15-1600's) during the Faction War, because they had guns, but most people still used crossbows and such, then 80 years later would be probably be early industrial revolution at the latest. We're talking seed drills and flintlocks here. Of course, things on the planes tend to move a little quicker, but still, that doesn't make up for the fact that until this point, the technology has been developing at a rough parity with the real world and suddenly they are advancing forward hundreds of years in one life-time. Urban Planescape, for instance has Sigil taking 500 years to get to modern technology from where it is now. This plan would have them covering two-thirds of that distance in 80 years. Seems a bit, um, fast.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

My thoughts on technology is there's sort of an average level of development along the planes. There will always be places that are above or below the current level of progress. A lot of the progress in this timeline has likely come from other worlds. Sigil in many ways could be the average or above average level of technology around many worlds, though the advancement of technology with this timeline may have to do with the opening of new ideas and approaches, or some kind of paradigm shift that's come. And another that thing happened in Faction War, was that many of the reliable portals were changed. It's likely that within those 8 decades the portals have been going to more worlds that have had an industrial revolution.

Now granted 80 years might seem a huge jump to literally go from the 15th or 16th century in terms of technology that was there pre-FW, to the 19th century. But technological progress doesn't necessarily have to go at the same rate as our world. And it's just as likely after making that jump that it'll remain in the 1800's for 3 centuries.

Another thing with this setting is the idea that advanced technology only functions reliably on the worlds they exist in. If the belief and consensus doesn't support it on a less advanced world, it either won't work or get transformed into something less advanced.

Moral-Decay's picture
Offline
Namer
Joined: 2007-02-22
Affliations around Sigil 80 years later?

It doesn't lead to a contradiction if the destination of Sigil's portals controls technology. You can't literally have an average level of tech if the planes hold infinitely many worlds at each level.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

Prime worlds, for the most part do NOT change or fail to change depending on belief. I realize this is contradicted constantly in and out of canon, but that can usually be blamed on magic and such. As a general rule, the Outer Planes are the only places that are influenced by belief (which is part of why most gods live there), so just because most people don't believe in, say, the scientific method doesn't mean you can't have scientists. That's just not how the Prime works.

Your theory about shifting planar pathways though, is a very real posibility. After all, the area Sigil is connected to is infinitely small compared the area it isn't. For all we know, there are an infinite number of other infinite Spires out in the Hinterlands each with its own floating city, and, just maybe, its own powerful overlord (that would actually make a pretty good adventure). Incidentally, the Tempest of Doors would also be a good way to explain the appearance of new worlds like Eberron, and, if necessary, eliminate old ones like Athas.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

'Duckluck' wrote:
Prime worlds, for the most part do NOT change or fail to change depending on belief. I realize this is contradicted constantly in and out of canon, but that can usually be blamed on magic and such. As a general rule, the Outer Planes are the only places that are influenced by belief (which is part of why most gods live there), so just because most people don't believe in, say, the scientific method doesn't mean you can't have scientists. That's just not how the Prime works.
Granted a lot of my ideas about technology and magic are shaped by being a player of Mage: the Ascension where science is just another form of magic. There's also the fact that in many prime worlds the laws of physics and other scientific laws don't work the way they do in our world.

There's this story I heard, about how in the earlier times of British colonization in Africa, the guns of British soldiers misfired often. Granted some would say it was the weather in Africa, but as the story goes, it had to do with the consensus of how things worked, and since most of Africa at the time didn't believe guns worked, they didn't work too well. Though according to the story they started to work better when more colonists came.

The thing is beliefs change over time, and say the scientific method didn't work because no one believed in it. Well if one person discovered it, and was convincing enough, then the scientific method would start to work.

Of course that's not to say physical reality is completely mutable, some of how it works could have been written at the beginning when the worlds were being shaped. And certain things will always be that way, but they can be flexible.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

Again, that's not really the way it works in Planescape. The Outer planes are shaped by belief, but the Prime isn't. It's shaped by Magic, technology, and force of will, but not belief. Instead it is the physical, largely immutable, world from which belief eminates. Your argument about guns not working in Africa (which, frankly, can be blamed on the humidity and relatively poor quality of the guns) is contradicted by the fact that guns worked just fine in the Americas where just about no one knew about guns. Your argument implies that all technological advancement is precipitated by blind faith, when, in fact, that is the exact opposite of the scientific method. To reiterate, belief is power on the Outer Planes, but it is entirely intangible on the Prime.

Moral-Decay's picture
Offline
Namer
Joined: 2007-02-22
Affliations around Sigil 80 years later?

You could use that principle in your personal system or find the right sources to follow. (I ignore Planescape canon whenever it suits me.) On the other hand, the scientific method seems too general to ever stop working completely.

Clueless's picture
Offline
Webmonkey
Joined: 2008-06-30
Affliations around Sigil 80 years later?

[moderator]Be good.[/moderator]

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

'Moral-Decay' wrote:
You could use that principle in your personal system or find the right sources to follow. (I ignore Planescape canon whenever it suits me.) On the other hand, the scientific method seems too general to ever stop working completely.
Obviously this whole thing is picking and choosing what to use from canon and elsewhere. And yes I know the term scientific method thrown around in this thread has been misused, as scientific method is along the lines of observing something, having a theory and proving it and having the results repeated again reliably with the right conditions.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

On other social and political aspects of this whole situation, which is more what I'm interested in...

Generally I think the Dabus would still mainly be the arbiters in courts, after all the having to depend on translations of rebus for a verdict, does discourage getting caught doing a crime. Though I can see the Dabus letting certain individuals work as judges as well, such as the Court of Woe's Nalfeshnee Judge Gabberslug, or a Decaton or some other sort of Modron.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

I don't see the dabus acting as arbiters for more than a year or so. That's simply not what their role is; it is theirs to care for Sigil itself, not for its people. That they interfered at all with the politics of the city is a shockingly uncharacteristic thing for either them or their mistress. Neither they nor the Lady cares anything for the people of the city - they want to prevent utter anarchy and lynch mobs, sure, but they'll transition to a mortal court as soon as possible. If the people of Sigil aren't willing to make and enforce their own laws, they deserve what's coming to them. It's not the nature of the Lady of Pain to choose sides between law and chaos, and that's what forcing her dabus to act as the city's court forces her to do. The dabus are neutral, not lawful neutral, and it's not in their nature to concern themselves overly with laws either.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

I think it'll take more than a year for non-dabus judges to be in the courts. There is after all no central organization that wants to take the role of judges. And there's still the chance that maybe after 80 years, there either might be a problem filling the positions, or there's a single (or maybe three) rogue dabus still hanging on as a judge. Of course then it's a question why the Lady isn't doing anything about them, much like she hasn't apparently done anything about Fell.

Another thing is I don't think all judges would be LN, LN might be the preferable alignment of judges, but there's already a Tanar'i judge connected to Sigil, and it's likely there are reluctant TN judges, and crooked LE and NE judges out there.

Next thing would be the issue of taxes. Faction War seemed to indicate that the taxes were mostly irrelevant, that it was the Fated just using the money on their bureaucracy, and it was the dabus doing maintenance without any costs. It's possible that when certain groups move in and put services and other things in place, they might demand money. Then again there might be number of sentient alleyways and buildings out there, and the taxes could be blood (not necessarily death) and other odd things like valued or neglected possessions to appease them. There could be a group of so-called shaman out there called the Hidden Voices, an unusual scam coming from the Illuminated, or a prank from the Xoasitects/SoXanites.

Crime and business would be another thing I could think of. It already states the Shemeska the Marauder becomes a lot more significant in the controlling interests of Sigil, with Zadara the Titan being another major player, and I pretty well established that Estevan is a major player if the PTC is a major organization. There probably will be plenty of other crimelords out there, though for the most part they want crime to be controlled, and it's only violent when they start fighting for turf.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

'Kobold Avenger' wrote:
There is after all no central organization that wants to take the role of judges.

That's true. My opinion, however, is that if Sigil's citizens don't step up and create such a thing, the Lady of Pain won't coddle them for long. The dabus justices are an emergency measure only; after the immediate shock of losing all three factions of the Wheel of Law is over, they'll start leaving their temporary positions in the City Court. The people of Sigil can begin replacing them as they leave or not - why should the Lady of Pain intervene to give order to a society that doesn't value it enough to create something as fundamental as a functioning court system? Her Serenity is not Sigil's baby sitter.

Quote:
or there's a single (or maybe three) rogue dabus still hanging on as a judge.

Rogues other than Fell? What have they done to earn this status? Or are you suggesting they abandon their roles as the mysterious custodians of Sigil simply because they enjoy being judges too much to stop?

It's possible, I guess, though I think it humanizes them too much.

Quote:
Another thing is I don't think all judges would be LN,

Of course not; I didn't mean to imply that. What I meant was that as a non-lawful race, the dabus aren't particularly inclined to go out of their way to create order. While every justice need not be lawful, the institution of law and justice is most definitely a lawful one.

Quote:
Next thing would be the issue of taxes.

The most recent issue of the Lady's Sharper Eye has an article on that subject.

Quote:
Then again there might be number of sentient alleyways and buildings out there, and the taxes could be blood (not necessarily death) and other odd things like valued or neglected possessions to appease them.

That's a cool idea.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Affliations around Sigil 80 years later?

I never really got what the deal was with the sentient alley in Torment. I know Sigil is sort of alive, but allowing anything other than the Dabus to have the much control over the shape of the city strikes me as something The Lady would never do. Does anything like that ever appear in the canon, or did they just think it was cool?

As for permanent Dabus judges, that seems like a total no-no. The Dabus are the second most inscrutable things in Sigil (after Her Serenity), and relegating them to the role of judges seems like it would not only contradict their established place within Sigil, but also robs them, and, by extension, the entire setting of its mystique.

ripvanwormer's picture
Offline
Factol
Joined: 2004-10-05
Affliations around Sigil 80 years later?

I like the sentient alleyway, personally. I don't think the Lady of Pain should get in the way of a cool idea when it does no harm to the city. If it began rampaging or devouring neighborhoods, sure, she'd maze it, but the Lady isn't interventionalist enough to worry about the occasional sighing sidestreet.

I seem to remember a type of fey in Cityscape that reminded me of the Alley of Lingering Sighs.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
Affliations around Sigil 80 years later?

I wrote an article on "Reflections of Sigil" and one of them was a spirit reflection, where I thought many things like the Alley of Sighs would originate from. To certain extent I like the idea that parts of the city are alive.

As for the other idea, I'm thinking that the Lady let's there be about 3 exceptions existing at a time. Pre-FW it was Fell the fallen Dabus, Factol Hashkar being a petitioner and something else... With Hashkar dead, there'd be something else to fill in the for the 3 exceptions.

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.