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(w00t) Check PS:T :rolleyes::lol:




Welcome, addle-cove! Welcome to the worlds beyond your world, the great wheel of the cosmos. This is a great place! Where else can a poor sod mingle with mighty minions of the great powers, or sail the astral ocean, or visit the flaming courts of the City of Brass, or even battle fiends on their home turf? Hey, welcome to the lands of the living and the dead! So, where to begin? Sigil, of course - there ain't no other place worth beginning. Sigil: the City of Doors. This town's the gateway to everything and everywhere that matters. Step through one door and enter the halls of Ysgard, or turn down a particular alley and discover the Abyss. There are more gateways in Sigil than can be imagined; with all those doors Sigil's a useful place - and then some.


Want to share a drink with a fiend, or maybe discuss philosophy with a deva? Here it can happen in the same day, the same afternoon, even at the same table - nothing's too unlikely for Sigil. Strange folks abound here, and any one of them may prove ally or foe. Where else but in Sigil do humans, elves, dwarves, githzerai, bariaur, and tieflings form adventuring companies? Where but in Sigil can a well-heeled cutter hire a githyanki ship or a legion of yugoloth mercs? This is the place to live... or die. No surprise every basher out there wants Sigil! The Cage'd be a pearl for any tanar'ri prince or baatezu lord. 'Course, a few big shots have tried to storm the city, but Sigil's not without her defenses. That birdcage's got more ways to close her doors than folks know about. Then there's the Mazes, nasty little places Sigil makes for would-be dictators. Those that get caught inside go barmy, poor berks - sometimes they scream so much a body can hardly stand it.

But there's a lot more out there than just Sigil. Get outside the city and there's the planes themselves: the throne of the gods, the battleground of the eternal Blood War, and home to more horrors and wonders than ever existed on any prime world. There's enough crusades, exploits, treasures, and mysteries to keep a band of adventurers busy for centuries to come (though why a body'd want to go to some of those places is beyond reasoning). Anyway, all it takes is the right door, so step right through!

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