Fairwell and Adieu, you Lady of Pain...


4th Edition


Recently got the 4E DMG2 and was looking at the part about Sigil. Reading the section, I came to two conclusions, one of which might be rather blasphemous.

One, I really missed having the Factions (or at least some of them), and Second, the Lady of Pain seems rather useless to me. She never talks, never has an agenda, you can't even reveal anything about her w/o risking her becoming less interesting.

So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?


It's not necessarily a bad idea. I imaginge it would be like the mob wars of the 1930s. Chaos runs rampant in the streets. The safest places are behhind closed doors that are owned or protected by the disticts' crime lords.


The dabus are her mouthpiece. Her use is as a plot device to explain in the vaguest of terms how Sigil continues to exist and operate.


She was always meant to be a MacGuffen of sorts to fill in the logical questions of how Sigil could exist all.
You should also remember the lady of pain didn't form or approve of the factions and the factions don't report to her.
The lady of pain should be treated as background flavor only for a campaign but never included as anything other than a mobile statue.


Brianfowler713 wrote:

Recently got the 4E DMG2 and was looking at the part about Sigil. Reading the section, I came to two conclusions, one of which might be rather blasphemous.

One, I really missed having the Factions (or at least some of them), and Second, the Lady of Pain seems rather useless to me. She never talks, never has an agenda, you can't even reveal anything about her w/o risking her becoming less interesting.

So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?

I assume you have more than the DMG2 write up of Sigil to go with right? If not beg, borrow or buy Factol's Manifesto and In the Cage: Guide to Sigil anyway you can. The LoP was most deliberately created exactly as you describe - she gives Sigil existence and is a 'bogeyman' of sorts to scare the berks into good behaviour (or at least non-city wrecking behaviour). The Factions can't run Sigil - they have their own deeply ingrained agendas that effectively prevent them for ever doing an even mediocore job of it.

And that is a perfect way to run a PS/Sigil game, imo. Start rumours that the LoP is gone. The Factions start making bolder and bolder moves to dominate the city - up to and including raids and murder. The PCs, being big wheeler-dealers themselves if they aren't some raw Primes on their first visit, can get caught between 2, 3 or more Factions all wanting their favour (and swordarm!). I wouldn't just remove LoP and pretend she never existed. She is, imo, necessary as that omnipotent threat in the background to give Sigil importance and, dare I say it?, believability. Remove her for a time (or she may still be there just hidden from all sight and scrying) and think of how the Factions will fall upon one another.

According to some info I have read the original creators of the whole Faction War never intended for the Factions to leave Sigil forever. If the line had been continued by TSR or WotC, they would have come back albeit in smaller numbers with different leadership.


Brianfowler713 wrote:

Recently got the 4E DMG2 and was looking at the part about Sigil. Reading the section, I came to two conclusions, one of which might be rather blasphemous.

One, I really missed having the Factions (or at least some of them), and Second, the Lady of Pain seems rather useless to me. She never talks, never has an agenda, you can't even reveal anything about her w/o risking her becoming less interesting.

So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?

The factions are one of the four important elements that make Sigil so unique, along with the portals, the dungeon punk atmosphere and the Lady of Pain. I have no idea what possessed the writers to drop them -- change for the sake of change [and sales], I guess. If I ever run PS again, the factions will have never left.

As others have said, the very purpose of the Lady is to be a mood-setter and a plot explanation, not an NPC.


Xabulba wrote:

She was always meant to be a MacGuffen of sorts to fill in the logical questions of how Sigil could exist all.

You should also remember the lady of pain didn't form or approve of the factions and the factions don't report to her.
The lady of pain should be treated as background flavor only for a campaign but never included as anything other than a mobile statue.

She appears to be an enigma, a mystery of the city, almost like the cities avatar and it is supposedly her who can close sigils doors as and when she wishes.

This is the only thing that keeps demons, devils and angels from blazing street fights or else they may find there particular group\race banned from Sigil and easy access across the planes.

Stats arn't important, if she's on the streets then avoid looking at her or suffer pain, attack her and you'll find yourself dead before your blade strikes. If she is on the streets then it's more like an omen that something is afoot.

As for the factions, put them back in with a couple of 4E tweaks. The factions make for excellent roleplay options and a really different campaign slant.

I've also been going through the 3rd ed books to re-create the old planer groups:-
Demons-tanari
Devil-Baatezu
Angels-Astral Deva, Planetar, Solar these are more like status rather than a creature type.
Archons( Celestial archon not the elemental ones)
Yugoloths
Gehreleths
Slaad
Marut\inevitables and Formions (maybe modrons)
Plus cranium rats etc.

RPG Superstar 2009 Top 32

Brianfowler713 wrote:
So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?

It's a great idea! How about this twist? What if the Lady of Pain isn't actually gone, but has just gone missing? What if this is all part of her master plan that noone can comprehend?


Paul Worthen wrote:
Brianfowler713 wrote:
So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?
It's a great idea! How about this twist? What if the Lady of Pain isn't actually gone, but has just gone missing? What if this is all part of her master plan that noone can comprehend?

Nice twist, maybe the Debaus are going weird and building walls in odd places, digging holes in wierd places etc. Could be a cool part of a story.

RPG Superstar 2009 Top 32

Thinking about the factions a bit: Why not give each faction it's own paragon path (assuming this is a paragon-teir game)?


Brianfowler713 wrote:

Recently got the 4E DMG2 and was looking at the part about Sigil. Reading the section, I came to two conclusions, one of which might be rather blasphemous.

One, I really missed having the Factions (or at least some of them), and Second, the Lady of Pain seems rather useless to me. She never talks, never has an agenda, you can't even reveal anything about her w/o risking her becoming less interesting.

So, at the risk of being banished to the mazes, I've been thinking of running a Sigil where most of the Factions remained to run the city and the Lady of Pain is gone. How bad an idea is this?

Oh, she has an agenda. Protect the city. That's agenda #1. What's agenda #2? That would be up to the DM. In some games there won't be one, in other games... who knows.

That said, it could be a lot of fun. I agree with some other posters, don't act like she's never existed, see how the city behaves when she suddenly goes missing.

I'm going to be running a PF Planescape campaign in the fall and I plan to ignore the Faction War events myself, so... I can understand your missing them.


The factions were dropped because of Monte Cook's Faction War story, which is considered canon for 4e

The Lady got real pissed when all the factions started getting a little too antsy and sent some dabus around to every faction headquarters exclaiming "The City no longer tolerates the presence of your faction, abandon it or Die."

All but six factions disbanded, split into smaller organizations, or merged with others. The remaining six factions moved into the outer planes.

For my own homebrew campaign I've written up a story involving the return of those six factions and the siege they decide to lay on Sigil.

The Dabus, Fell, works with the sub-group the Will of One (originally part of the faction The Sign of One) to resurrect the god of portals, Aoskar. The other factions likes this idea as it'll help to knock the lady out of the way, but the problem is how to get the lady out of the way enough in the first place to be able to resurrect Aoskar as her will keeps his petrified form in Astral plane being shredded by her blades.

To do this the Athars, who of course believe that no power is truly a god and deserving of worship or fear, returns to Sigil and begins murdering Dabus', assuming that the Lady may just be a projection of their minds like how Many-As-One is a projection of the cranium rats.

From Monte Cook's Faction War, a detail has been taken into account that the Blood War has poured into Sigil, so I'm having the Nameless One from Planescape: Torment return to physical rip the mask of the lady's... whatever she has that passes for a head.

You can figure it all out from there, otherwise I'd be giving you the real deets on my campaign, which I'm keeping secret of course, considering how epic it is.

The Faction War book was published late in Planescape's official run (1998 I think?) and provides all the backstory for why Sigil is the way it is in 4e


Personally i like the Faction War. It pushes the story out of Sigil and onto the planes itself. That was one problem with planescape. It was intended that Sigil was just a crossroads to the planes and the campaign be played across the universe. With the faction war and 4e planescape it makes things more conducive to playing all across the planes with Sigil as a Hub, not the central setting


Can demons, devils, and other outsiders etc. be banished from Sigil with spells like dismissal or banishment?

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