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PostPosted: Sat May 17, 2014 11:08 am 
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Desire and the Dead

Quit rattling ya bone-boxes and hark to this. Dark of it is the dusties are looking to hire a group of hardy bashers to head into the Grey District and solve some problems - and they're willin' to pay good jink to keep the 'ardheads outta it. So what say ya? Surely some bloods and jinkbashers here willing to trade blades for a good cause?

---

Standard Game Information Thing
Information
System: Pathfinder
Setting: Planescape
Player Count: Five (though I can run as low as four or as high as six)
Style of Play: Investigative, Roleplay

Character Creation
Sources: Anything Here (see 'Additional Options' below too!)
Level: Level 3
Hit Dice: Maximum per Level
Starting Gold: 3,000 gp
Ability Scores: Standard (4d6 and discard the lowest) or Point Buy (20 points)
Traits: Each character may choose up to two Traits (found here).
Alignment: LG, NG, CG, LN, N*
*I'm willing to be flexible here if you can convince me why

---

Additional Character Options
Planescape offers some unique additions to the usual character creation process. FOr the most part this boils down to two big choices; 'are you a Prime or a Planer' and 'Which faction do you belong to'.

Primes vs Planers
Put simply this is the Plane of Existence your character was born upon. Your standard D&D campaigns take place on the Prime Material Plane - a plane composed of equal measures of all elements and alignments created in harmony with one another. It's why the sky is made of air and the ground made of rock rather then both being made of say fire. Unfortunately Primes are considered somewhat backwater as far as the grand design is considered; most never leave their home plane (indeed extraplaner travel is a feat reserved for powerful spellcasters in such places) and have little idea about what exactly makes the multiverse tick.

On the other hand planers are usually born out in one of the seventeen outer planes that form the Great Wheel or within the City of Sigil itself. Planers tend to consider themselves more worldly then their prime material kin (often without any real backing for such claims) as they are more readily able to travel the length and breath of the multiverse and experience its splendor.

Mechanically this choice has little impact on play; almost all races and classes can be found on both the Prime Material and out on the Outer Planes. It does help to keep it in mind when coming up with a character concept however.

Factions - Philosophers with Clubs
Belief is a integral part of the Planescape campaign - the Outer Planes are the dwelling place of the Powers after all. A single powerful mind can shape the world around him and an entire group working together for a single belief can shape entire realities. The most powerful of these groups are the Faction of Sigil - fifteen groups who have come to command vast amounts of power within the Cage and the Outer Planes in their quests for philosophical enlightenment. Suffice to say their is very little that goes on with the City of Sigil that some faction or another isn't directly behind. Every player will have the option of belonging to a faction at the start of play.

For those of you having trouble picturing all this think of Ravnica with it's guilds unified by belief and purpose controlling vast swaths of the cities infrastructure and power bases. Pretty much the same thing (to the point I wonder who came up with the idea first).

Every player will be expected to join up with a Faction during character creation. Only Primes can get away without doing so; a planer who shuns the Factions will be pitied at best and mistrusted at worst. More information about the Factions can be found in the following posts.

---

A Few Final Odds and Ends
The Setting
Planescape and the city of Sigil are pretty well-established settings and while I'd like to leave enough for even the most jaded of Sensates to find something new seems a tad unfair to throw you into a setting blind (unless your a Prime that is). In the following posts there will be some more detailed information about the setting, the city and the various nuts and bolts that make it work. Feel free to read as much or as little as your want.

Background
I don't need an essay or anything here but honestly the more you want to put into it the better. I at least want to know how you've come to be traveling the planes if your not a native (or even if you are) and have at least some basic guiding principles for your character. Why do they fight? Why do they travel? What do they want form this world?

Posting Frequency
While outside of combat I ask only that you post as often as you feel is needed - don't feel pressured to make a random post just because you haven't said anything in a little while. If you feel such need well that is what we have an OoC thread for. Once combat begins I will become a little more stringent with the posting frequency if only for the sake of the group not sitting around waiting. Ideally I would like people to be able to post once every 24 hours but would be willing to go up to 48 hours under normal circumstance.

---

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Last edited by Garren_Windspear on Sat May 17, 2014 5:49 pm, edited 2 times in total.

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PostPosted: Sat May 17, 2014 11:10 am 
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Sigil, City of Doors

Sigil is a unique place in the multiverse. Floating atop an infinitely tall spire at the center of the Outlands Sigil is seen by most Planers (particularly it's locals) as sitting at the very center of all reality. It's not an argument that is entire without merit either - they call it the City of Doors for a reason after all. Through the city there are an unknown number of portals - rifts in the very fabric of reality - that anchor themselves onto doors, arches, windows, sewer entrances, even wardrobes and chests can hold a portal - pretty much anything a cutter can step through might be a portal. Now through these portals the entire multiverse can be accessed; whether you want to head out to the Prime Material Plane, take a swim though he Elemental Plane of Water or, if your entirely barmy, take a stride through the Abyss it's guaranteed that somewhere in Sigil there's a portal to take you there.

Of course that isn't saying the portals are well known or readily available. Each portal needs a corresponding key to activate and we're not just taking bits of bent metal here. Old rags, a jaunty hat, a particular walk or even a certain thought can all open portals - people tend to be very careful when entering a new place for the first time on the off-chance they end up walking straight into Baator. Of course the most well-known and useful portals are usually controlled by some faction or another who charge for it's use and while a blood might know more then his fair share of the secret portals nothing like a map or guide exists - partially 'cause the portals often only have a limited lifespan and partially 'cause the Lady don't like people trying to map them out. Oh remember the Lady. We'll be coming back to her.

Now you may be asking; why deal with all these portals anyway? Can't I just walk through a front door? Well no. Ya see that's where Sigil get's its other name from; The Cage. Outside of the portal networks there ain't no easy way into the city - or indeed out of it. More then a few unsuspecting primes have fell through a hole on their own world and found themselves stuck for years in Sigil. Even the most powerful of spell casters can't get a gate or ethereal travel or any of those tricks to work towards entering the cage on a whim. Even the Powers, for all their might, can't enter the cage unless allowed entry by Her Serenity - and she doesn't let any power enter. So yeah it doesn't matter if your a king or a pauper your stuck using the portals like everyone else.

The Lay of the City
Describing the layout of the city is something of a challenge. Best way to think of it is to think of a tire - no hubcap or wheel - lying on its side. Sigil would be built on the inside of the tire. All the streets and buildings would fill the curved interior. Meanwhile on the outside there's nothing. Of course this means that, no matter where a cutter stands, if he looks up he's going to see buildings overhead. Most of the time he'll be looking across the center of the ring, so he'll see a broad panorama of the city in the distance (unless it's obscured by fog, smoke or rain of course). Most locals get used to having the gray arc constantly hovering over them; in fact, the open sky of a normal world sometimes unnerves them. Another important thing to remember is the city's curved in the opposite way to most normal worlds. Looking down a long avenue it'll look like the street is rising in front of a body - and since it curves in front, sides and behind him it might feel like he's standing at he bottom of a bowl looking up. Of course the city flamin' big, though, and it's crowded with buildings, people and smog. Line of sight is rarely more then a few hundred feet unless your looking straight up.

The Wards
It's easy for an outsider to get the idea that Sigil's just a scramble of places without any rhyme or reason to where they are. After all, architecture doesn't make sense, streets are laid out in every direction, and there's not even an uptown, downtown, edge of town or city center to guide a body. Natives of Sigil know, though, that there's different parts of town, that the city's divided into wards. Now the wards aren't official. There's no map in the Hall of Records showing where one ends and one begins. Everybody sort of knows where the boundaries meet yet depending on where he stands a cutter could ask two folks what ward he's in and get two different answers. The Wards of Sigil are;
  • The Lady's Ward: The richest and most powerful of the wards contains the City Barracks, the Court, the Prison and the Armoury - things that make for real money and power. Anyone with wealth or clout in the city dwells in The Lady's Ward; over half of the temples in Sigil are found here. The ward is the quietest and most orderly of the wards though it's often very cold and lifeless.
  • The Lower Ward: The crafting heart of the city the Lower Ward is home to the Great Foundry and all manner or lesser laboratories, furnaces, and craft halls; the Lower Ward is the source of the foul industrial smog which clogs the city from time to time. Those who spend too much time here find themselves stained by the foul brownish-yellow smog which hangs over the place leaving their skin yellowed, their eyes dark and sunken and their hair pale.
  • The Hive Ward: Home of the poorest and most downtrodden of Sigil the Hive Ward is a mess of an urban sprawl. Life is cheaper than the cost of a cutter's next meal. Honest work is scarce so people live by what means they can. For most this means stealing or signing on for dangerous jobs no sane basher would touch. You want bodies for a riot, a company of ill-trained fighters or an assassin willing to do any job then the Hive is where you will find them.
  • The Clerk's Ward: The Lady's Ward may be the most powerful and prestigious of the wards but it is the Clerk's Ward that keeps the city running. It's the domain of bureaucrats, scribes, sages and scholars. The Hall of Speakers and Hall of Records are both found here. It's a quiet secure ward worlds away from the two-faced scandal of The Lady's Ward or the violence of the Hive Ward.
  • The Guildhall and Market Wards: The two smallest wards are often hard to tell apart even to locals but they serve a vital role in the city's survival. These are wards of mercers, greengrocers, provisioners, rug sellers, tinkers and peddlers. It is here a cutter can buy anything he needs for life inside or outside the city.

Day and Night
There's a day and night in Sigil but it isn't caused by a sun. Instead, the sky gradually fills with luminescence until it reaches a peak and begins to fade. There's both bright daylight and deep darkness but most of Sigil's day is a half-light, the gloom of twilight, rich with shadows and haze. Things sensitive to sunlight can get around without problem for all but the brightest six hours every day (the three before and after peak). Sigil doesn't have a moon or stars, so things dependent on them, such as certain types of shapechanging, don't happen in Sigil. The Cage's without stars but that doesn't mean there's no light overhead. Remember, the city's always overhead so even in the darkest hours there will be the sharp lights of far distant lanterns.

Weather
Rain and smog - that pretty much says everything about Sigil's weather. The city's sky is mostly a greasy-looking haze from the smoke and fumes that belch from a thousand chimneys. Where it rains - which it does a lot - the rainwater's got a brownish tinge from all the crud that's scrubbed from the sky. When it's not raining there's an equally good chance that a thick, foglike smog has settled over the city. Visibility can be as bad as only five feet in the worst of these, though most times a cutter can see 10 yards through the haze. When it's not drizzling brown water or swaddled in fog Sigil can be a pretty pleasant place. The temperature tends to be cool (chilly when raining) and light breezes blow away the stagnant odor that normally hangs in the air. Still no cutter ever comes to Sigil for the climate.

The Lady of Pain
The high-up man in Sigil, the one who ultimately watches over the Cage, is the Lady of Pain. She's not a woman and she's not a human - nobodies quite sure what she is. Best guess is she's a power, probably greater power, but there's also a rumour she's a reformed tanar'ri lord, if such a thing is possible. Whatever else she is, she's the Lady of Pain, and given that, most other facts are extraneous. For the most part the Lady keeps distant from the squalid hurly-burly of the Cage. She doesn't have a house, palace or temple. Nobody worships her, and with good reason; those that say prayers to her name get found with their skins flayed off - a big discouragement to others. Sometimes she's seen drifting through the streets, the edge of her gown just brushing over the cobblestones. She never speaks. Those who try interfering with her erupt in horrid gashes at just the touch of her gaze. Wise bloods find business elsewhere on those rare times she passes down the way. Eventually, her image fades and she vanishes into nothingness. Natives of Sigil view her in fearful awe, as she the uncaring protector of their home.

The Dabus
The Dabus are both servants and lords in Sigil. They're unique to the Cage, never found anywhere else, and from this many cutters assume they are manifestations of the city itself - which makes sense since the beings maintain most of the infrastructure that makes the city work. Most of the time the Dabus are found repairing what's broken in Sigil. They keep the sewers and catacombs beneath the city from crumbling, they cut back the razorvine when it grows too rampant, they patch the cobblestone streets and they repair the crumbling facades of the city's buildings. To most the Dabus are nothing but cryptic workmen.

However, some berks discovered another side of the Dabus, because Dabus also work as agents for the Lady of Pain. Sometimes they appear to put down Knights who've gotten too forward in their plans, sometimes they arrive in force to put down riots. But they're not concerned with regular crime; they only show up when there's a threat to their Lady and that's usually a sign things are about to go south.

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Last edited by Garren_Windspear on Sat May 17, 2014 5:20 pm, edited 2 times in total.

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PostPosted: Sat May 17, 2014 11:10 am 
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The Factions

What is a Faction
Race and class don't make a whole person on the planes. A bodies got to have a philosophy, a vision of the multiverse, and what it all means. Sure, a fellow can get along without it but how's he ever going to make sense of the whole thing and find his own "center of the multiverse"? How's he going to know his friends from his enemies in places where what he stands for can mean everything? A body's got to have a place to stand in order to see the majesty of the whole thing. On the streets of Sigil and beyond, philosophies are more than just ideas. They're groups - factions with leaders, goals, powers and attitudes. Every faction has its own way of seeing the multiverse and has his own powers to match. Some of them get along, others don't, and some could care less about the rest of the multiverse.

Why join a Faction
Belief shapes the multiverse and the believes of many can reshape reality. The Factions serve as bastions of like-minded individuals willing to work together to make sense of and discover the truth of the multiverse. There is power in number and the members of a faction stick together and support one another in times of hardship (mostly anyway). Within the City of Doors the Factions hold near unmatched power and as a member of that faction you too can claim some of those rewards. Below is a list of common benefits for joining a faction;
  • Information and Contacts: Cutters from all walks of life can make up a factions members and it's a safe bet that whatever you need to know someone will have that information. Of course information isn't free but it is always useful to have a list of contacts you can call upon in times of trouble.
  • Goods and Services: Many Factions maintain massive stockpiles of gear and equipment that may come in useful down the line. While the exact nature of these goods depends on the individual Faction many members will be able to acquire such equipment - either permanently or temporarily - and often at a discount. In addition all manner of spellcasters, craftsmen and sages can be found beneath a factions banner and will be more than willing to provide services for a like-minded fellow - for compensation of course.
  • Food and Lodgings: Each faction maintains doss house through the Cage that can be used free of charge by members of the faction in times of need. The exact quality varies from faction to faction - the Bleakers have little more than warm soup and blankets while the Sensates may provide all manner of exotic delicacies - but one thing remains common among them all - they are not charities. Anyone expecting more than a few days shelter will be expected to cough up some coin or work for his supper.
  • Work: It reflects poorly on a faction to have it's members out of work for extended periods of time. If you ever find yourself with a job most factions will be willing to throw some task or another your way to get you back on your feet though it's rarely anything glamorous - stitching corpses for the dusties or backing up a 'ardhead patrol are about the best you can hope for, unless of course your reputation catches the attention of a higher up.

---

Faction Layout
Names: The Faction official name and any alternate of slang names it has acquired.
Philosophy: A overview of the factions philosophical leanings.
Primary Plane of Influence: The Plane the Faction holds power on and it's headquarters in Sigil.
Role Within Sigil: What role the faction serves within the city.
Eligibility: Any special requirements one must meet to join the faction.
Allies and Enemies: The factions traditional allies and enemies.
Abilities: Abilities, skills and restrictions a member of the faction must adhere to.

---

The Athar

Believers of the Source

The Bleak Cabal

Doomguard

The Dustmen

The Fated

The Fraternity of Order

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PostPosted: Sat May 17, 2014 5:11 pm 
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The Factions (Continued)

The Free League

The Harmonium

The Mercykillers

The Revolutionary League

The Sign of One

The Society of Sensation

The Transcendent Order

The Xaositects

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PostPosted: Sat May 17, 2014 5:50 pm 
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Re-Reading this now I see about a billion spelling and grammar mistakes. Just pretend they are not there because egad I have no interest in going through and fixing them all.

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PostPosted: Sat May 17, 2014 6:08 pm 
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I have no idea whats going on in this thread.

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PostPosted: Sat May 17, 2014 6:13 pm 
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It is a little wordy. Got kinda carried away with setting info dump. Sorry about that.

Basically - Pathfinder game based in planer city. Build character as normal - join faction of choice (power groups in the city) to net you extra abilities and some allies. Then kick all your asses out onto street for mission.

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PostPosted: Sat May 17, 2014 6:18 pm 
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Well it sounds interesting, but I think I've got too many irons in the fire.

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PostPosted: Sun May 18, 2014 12:03 am 
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This has me very intrigued, but like Bounty Hunter I think I may be stretching things thin with the amount of games I am already in.

Still... Think I might work on a character concept for this world and see if I do have the time for this game. The idea of a Reincarnated Druid in the Doomguard is just too tempting if you'd allow it.

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PostPosted: Sun May 18, 2014 11:56 am 
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@ Shockwave - Sounds like it could be a fun concept. If you like you could build a character as normal then I could smack you with the Reincarnation bat and give you a new race - ya know just to see what happens.

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PostPosted: Tue May 20, 2014 8:56 pm 
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PMing the sheet link to you now.

Figure this could be a fun element, leaving the others to wonder what I was before...

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PostPosted: Tue May 20, 2014 9:23 pm 
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PM has been sent with your new race and the changes you need to make. You lucked out!

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PostPosted: Thu Jun 05, 2014 1:02 pm 
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Planescape?! I love Planescape! Is there still room in this?

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PostPosted: Thu Jun 05, 2014 1:09 pm 
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Heh. Could I play my current character from your other game, but at like, a much younger age? Befpre he discovered the secrets of immortality (and is thus, still searching for it)?

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PostPosted: Thu Jun 05, 2014 1:23 pm 
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I have no clue how this game works!
Can I join :V

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PostPosted: Thu Jun 05, 2014 4:15 pm 
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What he said ^

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PostPosted: Thu Jun 05, 2014 4:40 pm 
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For those of you having trouble picturing all this think of Ravnica with it's guilds unified by belief and purpose controlling vast swaths of the cities infrastructure and power bases. Pretty much the same thing (to the point I wonder who came up with the idea first).


Planescape, by a mile. the copyright date on my Planescape Boxed Set is 1994.

It's kinda funny how some of guilds even line up with factions: the Harmonium to the Boros and the Fraternity of Order to the Azorius most strongly. The Rakdos could be seen as what the Sensates would be if they were Always Chaotic Evil, while the Dimir are pretty much the Revolutionary League.

I'm between a few character concepts, but looking over the thread it seems like nobody's actually started creation, so I'll barrel blindly forward based on the first post.

Tevish Szat rolled 4d6 and got a total of 10:
3, 1, 2, 4

Tevish Szat rolled 4d6 and got a total of 17:
3, 5, 6, 3

Tevish Szat rolled 4d6 and got a total of 10:
5, 2, 1, 2

Tevish Szat rolled 4d6 and got a total of 15:
2, 5, 4, 4

Tevish Szat rolled 4d6 and got a total of 12:
4, 2, 1, 5

Tevish Szat rolled 4d6 and got a total of 14:
4, 6, 3, 1

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PostPosted: Thu Jun 05, 2014 5:42 pm 
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9, 14, 9, 13, 11, 13... you know what, it could be worse.. That rules out any caster concepts though. Maybe a rogue? Frankly for characterization, picking a faction is going to be as important as picking a class. I'm between Fated, Society of Sensaton, and Revolutionary League.

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PostPosted: Thu Jun 05, 2014 5:45 pm 
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Wow this thing blew up all of a sudden didn't it?

Planescape?! I love Planescape! Is there still room in this?


Indeed there is! Welcome to the planes cutter! For the record Shockwave has already build a druid for this so there is at least one person who already has a character up and running. Don't feel pressured to build a 'balanced party' though - this isn't exactly going to be a high combat game.

Zinger2099 wrote:
Heh. Could I play my current character from your other game, but at like, a much younger age? Befpre he discovered the secrets of immortality (and is thus, still searching for it)?


I'm theoretically okay with that. Obviously you wouldn't have your Evil Boon from Fall of Amarath but other then that yeah. The only problem is I put alignment restrictions on this and in your current form your alignment would break that. Of course it makes sense that this early in your characters live (this being what some couple hundred years ago) you could have been a very different man - still a little arrogant and driven by power but much less of a raging d**k at this point. If your willing to tone down the evil a little (even if it's just playing a neutral character) I'd be perfectly happy to welcome Kronos back.

I have no clue how this game works!
Can I join :V


I see no reason why not. How familiar are you with the Pathfinder / D&D 3.5 system if at all? Just want to know the experience level I'm working with here. Don't worry if it's your first game I can work with that fine.

What he said ^


Just to clarify on character creation then;
1) Build a Level 3 Pathfinder character as you would any other game.

2) Chose if you want to a Prime or a Planer - that is to say were you born on one of the traditional D&D worlds (Faerun, Greyhawk, Glorion etc) or on the Outer Planes. If your unfamiliar with the Great Wheel cosmology and don't want to do a lot of reading then the best thing to do is play a Prime who is relatively new to the planes - either freshly stumbled out of a portal or some such.

3) Have a read through the Faction Manifestos posted above and see if any tickle your fancy. Join one and take note of the abilities granted. You don't have to join any of them if you don't want too (and if you are playing a newbie prime it might make sense that you don't) though it will be odd for a Planer, especially one native to the City of Sigil, to not be a member of a faction.

That's it! Have fun guys!

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PostPosted: Thu Jun 05, 2014 6:11 pm 
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It'll be my first game of pathfinder.
I had a really minor experience with a somewhat custom setting based on D&D once, though.

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