When and why were the factions driven out of Sigil?

The big question these days, I think, is: where are the Dabus?

As far as I remember there's no mention to it on 4E. The closest things are the keepers of Gloomwrought.

I was reading my copy of Kingdom of the Ghouls last night; during the adventure, the PCs visit Sigil. In the section of the adventure describing it, their are mentions of the dabus. It doesn't go into any great detail about them other than that they serve the Lady of Pain, but my guess is that you'll see more of them in the DMG2.
 

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Tbh if you want to run Planescape as it was in 4E you would discount most of the 4E fluff and only keep the rules, so the dabus would stay in Sigil.
 

I've not found the flavor aspects of 4e "default" setting to affect its game mechanics.

Maybe, but I'm running a 4E PS game and I have a lot of work more than I had converting 2E to 3.5.

I was reading my copy of Kingdom of the Ghouls last night; during the adventure, the PCs visit Sigil. In the section of the adventure describing it, their are mentions of the dabus. It doesn't go into any great detail about them other than that they serve the Lady of Pain, but my guess is that you'll see more of them in the DMG2.

Good to know! I won't buy KIngdom of Ghouls but DMG2 is for sure on my "to buy" list.
 

Tbh converting Planescape to 4E is an interesting project. You would need a decent system to handle the factions (maybe something like the dragonmark feats or weapon mastery feats?) a boatload of monsters, as well as many planar hazards. Also I think one would have to redo the tiefling to better match planescape, hopefully making a far more modular race, as well as add a few other basics (aasimar, rogue modron, bariaur; the gith will be likely covered). It sure can be done but it would take some effort to do it justice.
 

You'd only need to do Modrons and Bariaur. For the time being you can just use the Gith info from the back of MM1, and next year they're going to be in the PHB3.

And whether some people like it or not, Devas are the 4e aasimar. But, if you just have to have them like they were in earlier editions, Ecologies of the Deva from Dragon 374 introduces the Deva Heritage feat, which can be taken by any living humanoid race, and basically turns you into the 2e/3e aasimar, including the 1/day shiny light.
 

I was reading my copy of Kingdom of the Ghouls last night; during the adventure, the PCs visit Sigil. In the section of the adventure describing it, their are mentions of the dabus. It doesn't go into any great detail about them other than that they serve the Lady of Pain, but my guess is that you'll see more of them in the DMG2.

Yeah you're right! hm, odd I thought they'd been written or driven out.

And I do miss modrons!
 

You'd only need to do Modrons and Bariaur. For the time being you can just use the Gith info from the back of MM1, and next year they're going to be in the PHB3

Not so easy, where's my Ultroloth? A few Yugoloths have been converted to something else: Arcanoloths (Raavasta), Nycanoloth (NYcademon), Mezzoloth (Mezzodemon) and Canoloth but I think that their mechanics should be a bit different...
 

TSR also trashed every single setting they created. They Faction War'd Planescape, Pristine Tower'd Dark Sun, Vecna'd Ravenloft, brought down a cataclysm on Dragonlance and killed half a dozen gods in Toril, decided Oerth needed it's own world war . . . did they do anything to Spelljammer?

There was the Second (Third?) Inhuman War and the Vodynai(?) incident. Both of which were adventure series which lead to some mention of them and their stuff in War Captain's Companion and a few other places, but they didn't really lead to any major changes in Spelljammer. All they really caused were some more weird stuff to show up in the setting. Witchlight Marauders and the Elven undead insect landmates and Guyver knock-offs from the Inhuman Warare the primary things to come to mind.
 
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There was the Second (Third?) Inhuman War and the Vodynai(?) incident. Both of which were adventure series which lead to some mention of them and their stuff in War Captain's Companion and a few other places, but they didn't really lead to any major changes in Spelljammer. All they really caused were some more weird stuff to show up in the setting. Witchlight Marauders and the Elven undead insect landmates and Guyver knock-offs from the Inhuman Warare the primary things to come to mind.

The Second Unhuman War was a part of Spelljammer from its inception, so it's not really a setting cataclysm like the others that Nymrohd listed.
 


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