When the planes decay and are gone, they will take with them imperfection and something perfect will take its place-they do not guard against doom, but rather guard doom from those who would try and stave it off. They don’t see this as something to fear, but rather see it as something beautiful. DoomguardĮchoing the doom and gloom aspects of the Bleakers, the Doomguard believe that entropy and the destruction of everything is inevitable. They don’t look for meaning on the outside of life–instead seeking to find it through their own actions. That the physical is all there is (which gives them a bleak or insane outlook on life). Bleak CabalĮxistentialists and nihilists to the core, Bleakers believe that the world has no divinity or higher meaning to it. Something they would try and achieve–even if it means hastening the end of everything to get to it. For the godsmen, whose base of operations is at the great foundry of Sigil, city of Doors, the world is constantly forging and reforging itself (and its people) with a sublime apotheosis as its ultimate goal. And that eventually even the gods evolve or transcend their nature and become something else. Ascension is the path they would tread–after all, for them, any one can eventually become a god. They believe that life is just a crucible in which souls are forged into something greater. Perhaps it lies concealed behind the veil of the world, which they sometimes call the Great Unknown–and is the source of their powers. Like Mulder, they believe the truth is out there, but that, no one has found it yet. But for all that, true divinity is something important to the Athar. They’ve seen the Planes, and come to believe that the powers (as they call them) are just denizens of another plane, and that doesn’t make them worthy of worship. The Athar are fed up with the gods–they have seen their pettiness and wars, and become disillusioned by the way they run things. Atharįirst up you have the Athar, also called the defiers or the lost. Here are the factions in Sigil, City of Doors.īy subscribing you agree to our Terms of Use and Privacy Policy. The ebb and flow of commerce and the well-being of the city fall into the hands of the fifteen factions (there are fifteen because the Lady decreed there should be fifteen) that scrabble for whatever power or authority they can muster. For while the Lady of Pain is the absolute ruler of Sigil, she doesn’t much care about it unless you’re doing something to threaten it. If you’ve ever been a dreg of society you’ll be right at home here.Įach of these wards could be a nation unto itself–and indeed, the city might have fallen that way if not for the Factions-groups of people working to keep the trains running, so to speak. The Hive - the place where most unfortunates end up.All the bureaucrats and other city officials who can’t afford luxury live here. The Clerk’s Ward - this is where you go to get your shirt stuffed with red tape.After all, artisans gotta have a place too. The Guildhall Ward - or get it made here.You wanna buy something, anything, you can find it here. The Market Ward - pretty much what it says on the tin.
HORDE LOCATIONS DAYS GONE FULL
Whatever your preference, there are many different worlds-almost as many varieties of worlds as there are varieties of elves.īut at the heart of it all is a world like no other. You might visit the apocalyptic wasteland of Athas. The recent Spelljammer: Adventures in Space gives just a taste of that expansiveness with a map that shows where Faerun and Greyhawk and Krynn are. It contains worlds enough fo even a Magic: the Gathering fiction writer. And with it, we shall visit once again the crown jewel of the cosmos: Sigil, the City of Doors.