“Good things come in threes, they say. Well, so do bad things. Either way, the number 3’s important – some say it’s got power. Things tend to happen in threes, like Prime Material, Inner, and Outer Planes; Good, Evil, and Neutrality; Law, Chaos, and Neutrality; even prime, planar, and petitioner. See two things and ask ‘Where’s the third?’”
Want to share a drink with a fiend, or maybe discuss philosophy with a deva? In Sigil, it can happen in the same day, the same afternoon, even at the same table. Strange folks abound here, and any one of them may prove ally or foe.
The City of Doors leads everywhere, and everywhere likewise leads to Sigil. It is the center of the Multiverse, a neutral ground whose peace is kept by The Lady of Pain. And the price for that peace? No individual, philosophy, or Power may threaten The Lady’s rule and law—upon pain of agonizing death. Or, perhaps worse, banishment to The Mazes.
These hapless individuals found themselves unwilling travellers through space and time and face-down on a cold marble floor, as victims of a rare and deadly summons from The White Sorcerer. Now they must navigate the treacherous waters of the City of Doors, cluelessly. But maybe a mimir can help…
“A ring’s a thing without a beginning or end. Remember that, because rings are the key to understanding the planes. Everything comes in rings. Sigil is a ring, the Outlands are many rings, the Outer Planes form a ring, the Elemental Planes form a ring – this is the way of the multiverse, understand?”
The Outlands is the plane of neutrality, incorporating a little of everything and keeping all aspects in a paradoxical balance—simultaneously concordant and in opposition. It is circular, like a great disk. The plane has varied terrain, with prairies, mountains, and shallow rivers. Around the outside edge of the circle, evenly spaced, are the gate-towns: sixteen settlements, each built around a portal leading to one of the Outer Planes. Each town shares many of the characteristics of the plane where its gate leads.