I have it in mind to run a freeform
Planescape game centered around a plot involving the Society of Sensation, intrepid women (human or otherwise) pursuing the faction's mandate to experience the multiverse, and villains both foul and lovely. This is primarily a lesbian
game, with a greater than normal number of lesbian NPCs and an emphasis on the sexually liberated atmosphere of Sigil. I'm looking for players with a sense of wonder, a love of exploration and discovery, an interest in the philosophical side of Planescape, and dirty minds. Any and all player genders are welcome.So what is Planescape?
Beyond the safe and familiar of the earthly Material Plane, through the silvery veil of the Astral, fantastical worlds await. The heavens of Mount Celestia, holy home of the angels, may lie through one gate; the clockwork of Mechanus, hive of the studious Modron automatons through another; through a third, volcanic Gehenna, eternal battlefield of the fiends' Blood War.
Connecting all of these places and untold more is the city of Sigil.
Some call it the City of Doors, for there are hidden gateways to all other realms of existence, and a constant traffic of extraplanar creatures passes through this trade nexus. Some call it the Cage, for these gateways often move and close, leaving visitors stranded and at the mercy of fifteen powerful factions all vying for power. But if Sigil is a Cage, then it wasn't built for mere mortals- the Cage, it's said, is prison for the Lady of Pain.
The Lady of Pain
is not a woman and she isn't human- nobody's quite sure what she is. The Lady (as she's called) does not speak and does not govern, though her power is absolute. She doesn't have a house, a palace, or a temple, and she does not tolerate being worshiped, under pain of death. The Lady is absolutely removed from the everyday life of Sigil, and yet none of it would be possible without her. It's the threat of the Lady that keeps the peace, it's the Lady who insulates Sigil from the dangers of the planes, and it's the Lady who ultimately allows Sigil's powers that be to flourish.
consist of fifteen major groups commonly known as "philosophers with clubs." Because the planes can be shaped by belief, Sigil's factions aggressively recruit new members to their philosophies, protect their own, and pursue their own agendas both in Sigil and beyond while opposing the goals of rival factions.
It's assumed the PCs will belong to the Society of Sensation. Also described are their closest ally, the Sign of One, and greatest opponent, the Doomguard.
To a Sensate, the multiverse is known by the senses- the only proof of existence. Without sensation, a thing isn't.
The only way to know anything for sure is to use the senses. The meaning of the multiverse is elusive until everything has been experienced- all the flavors, colors, scents, and textures of all the worlds.
From their headquarters in Sigil's resplendent Civic Festhall, the Sensates explore the planes and one another, striking out on missions of sensory experience and self-discovery. Those who return alive to tell the tale have their experiences recorded in the Sensoriums, huge complexes where experiences are stored among millions of small stones called recorders,
which can then be replayed by anyone seeking the experience stored within. In this way, the Sensates hope to catalog a complete library of sensation, for the purpose of ultimate enlightenment- but in the meantime, the huge 20-story complex of the Public Sensorium is a great attraction and moneymaker.
To a Signer, every person, every individual, is unique. This is the greatest glory of the multiverse- that each creature living (and dead) is different from all others. It's obvious, then, that the multiverse centers around the self.
The world exists because the mind imagines it. Without the self, the multiverse ceases to be. Therefore, each Signer is the most important person in the multiverse. Without at least one Signer to imagine it all, in theory nothing may exist.
The Hall of Speakers is the base of operations for the Signers in Sigil, where congress between factions debate, and disputes are mediated. The Speaker, always a Signer, oversees public sessions, presiding over the debates regarding statutes, decrees, and Sigil law. After sufficient public hearings, the Council retires to chambers to vote the proposals into law- or vote them down. The most mysterious chamber within the Hall of Speakers is the tomb of the faction founder Rilith. This impressive vault bearing an urn carved from a colossal ocean pearl is watched by Signers day and night, all the while pondering their founder. Should their attention lapse for a moment, Rilith might disappear from history. And without its founder present in the mind of at least one Signer, the faction itself might vanish, no longer to exist.
A Sinker revels in the entropy of the multiverse. Things are meant to crumble, and it's the Doomguard's job to keep the meddlers from messing it up too much. What right do mortals have to deny the natural existence of things? Don't get the faction wrong- isn't not like somebody builds a house and they tear it down. That building's part of the whole decay: the stonecutter chips the rock, the logger cuts the tree, and later the termites chew the beams until the whole case comes down on its own. There's a long view to this, and that's what the Doomguard is all about.
Although the Doomguard maintains citadels on each plane where entropy is strongest, their home in Sigil is the Armory, a forge and storehouse of weapons of devastation and mass destruction. The Armory is dedicated to the buying and selling of all types of weapons, small or large, magical or mundane. Guarding these weapons is a powerful, highly intelligent and highly evil demon- because what could be better for the goal of entropy?And the rest...