Sigil and the Outlands.pdf

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The multiverse is everything known and everything beyond. Encompassing worlds planes, life, and death, the multiverse's infinite infinities brim
with wonder, terror, secrets, and—above all—possibility. Every D&D adventure takes place in the multiverse. Beyond the lone worlds of the Material
Plane are countless other realities and the paths and portals that connect every edge of eternity. Those who seek the wonders of the planes take
their first step into the endless possibilities of a Planescape campaign.
Sigil and the Outlands with Gate-Towns
Max Dunbar
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Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master's Guide), Planescape
focuses on reality-bending adventures and aesthetics unbound from those of mortal worlds. Just as other D&D settings highlight certain concepts
but can host any genre of adventure or style of play, the same is true of Planescape. Adventures in Planescape campaigns often focus on the
following themes:
Backstage of Reality. Planescape adventures provide glimpses of the daily lives of unfathomable beings—like gods, angels, and demons—and how
they act (and interact) when mortals aren't their primary concern. The mysteries of life and the afterlife are widely known to these creatures.
Everywhere at Once. Planescape adventures span worlds, planes, and possibilities. Travel between incredible realms is common, especially via
portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple impossible sights every day.
Multiversal Scale. In Planescape adventures, dangers might threaten countless worlds, or the fate of the multiverse might hang in the balance. By
the same token, wonders are commonplace, and true marvels are often wild in the extreme.
No Single Truth. The multiverse makes room for everything, and beliefs manifest as fantastic creatures. Planescape adventures often pit
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of
plane-spanning philosophies, conflicts, and revelations.
Power and Possibility. The planes are home to beings of phenomenal power, yet the smallest things make a difference. Although adventurers
might seem insignificant in the grand scheme of the multiverse, their choices hold the power to change reality.
Stage of Contradictions. In Planescape adventures, Celestials might be evil, Fiends might be apathetic, and yetis might sell snow cones. What you
do defines you, not what others assume about you.
Everything D&D. Anything from any D&D setting and anything you can imagine might appear in Planescape adventures. Characters might
encounter D&D's greatest characters and monsters in situations where they're not pitted against one another.
You'll see these concepts highlighted throughout this book and its companions. Use these themes as guides and encouragement as you explore
Sigil and the Outlands, and as you develop your own wonderfully wild Planescape adventures.
Mimirs: Guides to the Planes
Mimirs—magical, skull-shaped, fact-collecting devices—will accompany you through this product. These magic items are detailed in
chapter 1 of this book, and they offer details about remarkable realms and candid snippets from residents of the planes. The various
mimir images that appear in these books denote recorded quotes that include widely agreed-upon facts and the personal—though
perhaps inaccurate—opinions of the attributed planar travelers. Use these insights to inform your understanding of the planes or as
quotes to share via mimirs in your game.
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This book is a gateway to adventures across the multiverse, with a focus on two thresholds to the planes: Sigil, also called the City of Doors, and
the Outlands, which acts as the hub of the Outer Planes. Consult the Dungeon Master's Guide for general details about the planes and their
DMs can determine how much of this book they want to share with their players. Characters native to a Material Plane world might know nothing
of the details herein, while experienced planar explorers could know everything in this book.
This introduction presents an overview of information vital to all who wander the planes.
Chapter 1 provides players with details on how to create characters suited to a Planescape campaign. It presents the Gate Warden and Planar
Philosopher backgrounds, feats inspired by the planes, and a collection of spells and magic items appropriate for planar travelers.
Chapter 2 introduces the mind-boggling city of Sigil, the enigmatic Lady of Pain, and various other city inhabitants.
Chapter 3 presents the Outlands, a neutral plane at the center of the Great Wheel, along with details on the gate-towns—communities at the
thresholds to the Outer Planes—and other incredible realms.
Angels, devils, and all manner of planar creatures relax in the Smoldering Corpse Bar in Sigil
Mike Pape
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Infinite possibility doesn't mean infinite complexity. The residents of Sigil and planar travelers know the multiverse follows three basic principles.
Reality's vast complexity and the limits of individual perspective might obscure these principles, but those with the time and patience to learn from
the multiverse's cycles eventually realize these truths.
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What's at the center of the multiverse? Nothing—and everything.
The multiverse is an infinite expanse, and nothing can literally be at the center of infinity. Nevertheless, countless worlds, faiths, and narcissists
consider themselves the center of everything. They're correct, in a sense: wherever you stand is the most important place in existence—at least, for
you.
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Systems, cycles, orbits, planes, lives, even the city of Sigil itself—the multiverse is composed of infinite rings. Whether these are physical or
philosophical rings, the elements of the multiverse have no beginning or end, and if you follow any for long enough, you'll return to where you
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When things happen, they happen in threes. You might not always be able to perceive or understand how events are related, but somewhere,
sometime, or somehow, every action has two partners. Often this isn't worth worrying about. Other times, nothing matters more.
“"Things
happen in threes. Simple enough? It's not logical, but it's almost always true."”
— Ronassic of Sigil, planar scholar
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When you create a character for adventures set in Sigil or the Outlands, you can choose from any options the D&D game provides, including those
described in this chapter. As always, check with your DM before creating a character to make sure the options you prefer are available.
Planar adventurers flee Mercykiller enforcers over the roofs of Sigil
Kai Carpenter
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This section presents two backgrounds for 1st-level characters with strong ties to Sigil, the Outlands, or both: the Gate Warden and the Planar
Philosopher.
If you select either of these backgrounds, you gain the feat specified in its description. If the background you choose doesn't provide a feat, you
gain a bonus feat of your choice from the options below (both described in the Player's Handbook):
Skilled
Tough
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This section introduces feats related to the forces of the planes. These feats are available to you whenever you normally choose a feat, and they
follow the feat rules in the Player's Handbook.
These feats are presented below.
Agent of Order
Baleful Scion
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