Clueless come to the Multiverse all the time. Some come willingly, while many others arrive by happenstance, fate, or just plain bad luck. No matter how a Clueless arrives on the Planes, the experience can shake the core of even the most jaded soul. The Multiverse offers a whole new host of experiences, meanings, and systems that most Clueless can only dream about. To live that as reality can be mind-breaking.
Still, many Clueless get by, often becoming canny planars in their own right. A reasonable number get by on their own merit. They are clever bloods from scrappy backgrounds who are good at adapting to sudden changes and resourceful on the spot. Others wouldn't survive if it weren't for the help of some genuinely well-meaning planars taking the poor sods under their wing.
My comic project, previewed here, will introduce a Clueless as the main character. Fortunately for him, he'll come across a helpful tout who's very willing to educate the Prime about the mess he's landed in. Part of my intent with the comic is to introduce other OOC-Clueless to the Multiverse by letting them experience the planes vicariously through the main character.
However, Qul's adventures and K'zink's teaching are only one way for a Clueless to learn about the Multiverse.
So how would you do it? How would you have a Clueless learn about the planes? Or, for a more interesting take, suppose you are a well-meaning planar who just encountered a Clueless -- any Clueless. How would you teach the Clueless about where he is? Where would you take him, if anywhere? How should he be advised? There are as many ways to educate Clueless as there are locations in the Multiverse, so what is your take?
Firstly, I'd calm him (or her) down a bit by letting him know that there is a portal home, if it can be opened. But I'd also explain getting back is really out of his circle for now.
Secondly, I'd explain the multiverse by starting at his world and trailing outwards. I'd explain the Material Planes, Inner and Outer and everything knocking about between. If at all possible I'd have him meet people from these planes, to give the clueless a sense that what I'm telling him is more than just words.
Hang on let me back track, firstly and a half, we get a inn for the night, inns are fairly universal, even for barbarians, even for mindflayers. Inns, taverns, bars and the like are actually a kind of elemental and appear everywhere when there is enough people. But thats another story.
After a couple of nights at the inn I'd take the berk to a tailer and buy him some new gear, as long as he looks out of place he will be. If he's the fighting type I'd see about selling any weapons he doesn't prize and getting something better. Why weild and flint rock when you can have a second hand dwarven throwing hammer or a half-price flaming sword? (You wouldn't want to spend too much, you see)
The factions would be avoided like a plague, a clueless has nothing to offer them, he'd end up as Hardhead front-liner on Baator or used as a bookend for the Fraternity of Order. I'd simply explain that the factions are for those that know much of the multiverse, and seek to know more, you're not at that level yet.
I'd learn from him what he was on his own world and see about getting him a teacher to expand on it, if he was a warrior I'd find a Fighter or Warblade teacher (not aligned to a faction), if he was a rogue though...thats a tough one, because the teacher could well be linked to some crime or another and in fact, I bet it's hard to find someone openly teaching the sneakier arts. Reguardless, he would be trained into something useful. Something with class levels and a over-powered set of feats. (While in the game we try to avoid power-gaming, if you were really in Sigil...well)
Ha wow, I was answering that as honest as possible, I guess I'm too nice. Safe to say, he'd make headway in Sigil before I let him loose on the planes...which wouldn't make for a good story.