Najo said:
[...]So, the question is, how should Planescape embrace this?
The real question first, is what is Planescape really about? [...]
Here is the heart of Planescape in bulletpoint:
- Wars of Ideals, Faiths and Philosophies
- Planar Adventure from 1st level
- The look and feel of that great art, story and even the chant
- Playing in the realms of outsiders and gods
- Unlocking the secrets of planar reality
- Planar Gates, Keys, Puzzles, Secrets
- Planar Magic (where spells work different based on where you are)
[...]
Rising to the challenge, I'd like to say that stuff posted below represents only personal musings on the subject, it's neither definite nor exhaustive. Merely, some creative thinking summarized.
The real question first, is what is Planescape really about?
Planescape is an amalgam of stolen bits of other universers and original creations made by Planescape rulers (note the plural, please). The rulers of Planescape are not divine (read below: Planar Gates, Keys, Puzzles, Secrets), so their creations are limited, definite, sometimes limited in duration and often flawed (unstable, mutable, changeable).
Existence of Planescale depends on acquiring new pieces of other universes, maintaining state of dynamic balance of existing structures and development of new creations.
Central concept: any mortal living being is a source of creative force. This force is channeled by archetypes into actual creations, though acts of creation are usually subtle. This force is also not divine, therefore creations are not perfect. Planescape universe is one of such creations. Thoroughly non-divine in origin, flawed by design, persisting because of constant influx of the force.
Planescape universe is adverse to stasis and stagnation, permanency is not possible. Imperfection, hunger, avarice, curiosity, conflict, invention, progress and robust vitality are major elements of the setting.
All beings of all universes are roughly divided into the following categories: divine, mortals and created/artificial/construct/soulless/undead.
Divine beings are both divinities, divine servants and direct divine creations - they are characterized by certain element of perfection. As such, they may feel certain discomfort in presence of less gifted beings. Demons, devils are also members of divine category. Divine beings usually exist by providing focal archetypes for creative force.
Mortals are all living beings capable of growth, usually of limited lifespan. They are the prime source of creative force.
The last category contains all beings incapable of growth or generation of creative force.
The Lady of Pain
Lady of Pain is an avatar of the universe. Its functions are simple: maintaining stability of the universe by providing central archetype of divine-type, removing external and internal threats to stability. She is also part of the process of acquiring new bits of other universes.
She may have been built upon a personality or a soul of a non-divine being, however, since then, she has evolved into manifestation of her universe.
Servitors (or created) of Lady of Pain are beings created by her and rulers of Sigil. Usually manifested as members of Dabus race. They are freewilled, yet their mindsets are usually too alien to communicate with other beings. Their lives, while dedicated to serve Sigil, are not necessarily limited to work for the Lady.
Rulers of Planescape are actually another creation of their universe. Since the universe lacks perfect (divine) beings, any being native to Sigil and unrestrained by limitation of mortal perceptions may influence the shape of the world. That's why the rulers are collective of the dreaming part of population. In other words, any being bearing Sigil Stigmata and sleeping within boundaries of the city may contribute to eternal development of their world. Changes conflict and cancel each other, so relatively strongly populated areas are the least prone to reshaping. Also, any adjustments happen usually slowly and gradually.
Finally, strong ideas, revolutionary concepts may infect larger parts of populace leading to faster changes or interventions of the Lady.
Sigil
The central factory where the acts of creation of Planescape universe take place. An archetype of order rising out of chaos, it is a chaotic urban sprawl of random buildings. Its existence is ensured by will and perception of its rulers.
Those who are born, created or who reside in Sigil for extended periods of time receive Sigil Stigmata.
Sigil Stigmata is a spiritual phenomenon which allows one to find it easier to find or open portals leading to Sigil.
Bearers of Sigil Stigmata find themselves subject to Planar magic limitations even if outside of Sigil.
Sigil Stigmata disappear if one spends sufficiently long period residing on the same plane.
More on Sigil Stigmata - below.
Factions
Acts of creation happen on many different levels. Evolution of society, development of organizations and sects is part of them. Factions are usually assembled from ideas imported from other universes. They are also undergoing constant changes through conflicts, reforms or divisions.
Current state of affairs (after Faction War) is just the result of this rule. New Factions will emerge, old Factions will change and adapt or perish.
Wars of Ideals, Faiths and Philosophies
Any archetype strong enough to become a focus point for creative force will manifest as a new creation. It may be an organization, philosophy, faith or a simple uprising.
The Blood War
No changes.
Planar Adventure from 1st level
Since it is in the best interest of Planescape universe to maintain numerous connections to other universes, planar adventurers are somewhat supported by Sigil itself - the most frequently used portals remain stable (and easily open).
Those who often bring something in, may find themselves gifted in some random way upon returning. Frequency of such minor gifts depends on frequency of travelling and character experience (lower level characters benefit more often than higher level characters).
Those who leave are expected to leave some parting gift or may risk losing resources upon entering portals.
Those who bear Sigil Stigmata find it easier to discover and to enter portals.
The look and feel of that great art, story and even the chant
No changes.
Playing in the realms of outsiders and gods
Planar adventurers from Sigil essentially provide means for importing valuable materials, concepts, new archetypes. The higher divine beings feel often unease in the presence of visitors from Sigil - bearers of Sigil Stigmata often cause divine beings to experience discomfort or even weakness. Also, Sigil Stigmata bearers often bypass limitations imposed by certain magic effects (or speed up their expiration).
That's why visitors from Sigil are often nomadic by nature, travelling in groups and, while sometimes welcome, seldom build close ties with natives of other universes.
Since Sigil literally feeds on other universes through bearers of Sigil Stigmata (and through Portal - see below), any permanent residences outside of Planescape by Sigil residents are difficult to maintain.
Unlocking the secrets of planar reality
Beyond the scope of this post.
Planar Gates, Keys, Puzzles, Secrets
Planar gateways, keys and puzzles and Sigil Stigmata provide sustenance to Planescape universe. As such, Planescape relation to other worlds could be considered a parasitic one.
It must be strongly stressed that Lady of Pain must control inflow of external material, since prevalence of elements from single universe may lead to dominance of that universe and subsequent destabilization of her world. That's why the most prominent portals may suddenly collapse or become inaccessible for some time.
Planar Magic
Generally, any type of magic relying on anchoring in reality (transportation, for example) is likely to fail. Portals to other worlds function normally, albeit exiting through one without leaving parting gift may result in unpredictable results. Portals to Sigil work normally unless used too often.
Any ranged magic effects do not work unless the caster has a line of sight to target.
Any recipients of magic effects with ranged qualities find those effected inactive once the line of sight between caster and recipient is obstructed.
Any permanent magic effects (unless being a part of a magic item powers) are shortened in duration to one year, though prolonging them requires expenditures of 1/100 of original costs.
Any permanent magic items left unattended or unused will become dormant after a period of caster level years. Dormant magic items may regain their powers once certain rituals are performed. Dormant magic items emit faint magic aura, detectible only from distance of one meter.
Artifact and divine powers function undiminished, however their usage within boundaries of Sigil may attract attention of Lady of Pain or her servitors.
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That's all.
regards,
Ruemere
PS. Edit: formatting.