Child of Inquiry
Posted: Mon Aug 31, 2009 12:00 am
Jump Log, dateÂ… meaningless anyway. Meaninglessanyway.4.
The reason for the boss insisting I learn abyssal, infernal, basic planar terminology, a basic layout of the planes, and essential hostile environment survival skills has suddenly and irrevocably become clear. The portal did not, and I have since become convinced, was never intended to, travel to Athkatla, as was promised. Rather, I seem to have been expelled into the city of Sigil. Needless to say, this is alarming. As ordered, however, I will keep a log of the jumpÂ’s effects on me, physically, mentally, and physiologically; further, I will hand this report to the boss, should I ever find my way back, just prior to punching him in the face with a Bigby Fist.
Where to begin? Well, when I first landed, it was shocking. Gnolls, devils, and noise-noise-noise accosted my delicate sensibilities. To say the least, I was immediately and adamantly terrified. Once I calmed myself, I was able to take stock: The city itself is filthy, mottled, dangerous, and yet strangely alluring, not unlike a snake. Everything around me screams of danger; my every sense warning me away, and yet I cannot help but be intrigued. This is beginning to sound like a pulp romance piece now, however, so I will only say Sigil is filthier than I was lead to believe, but otherwise has been true to its legend.
I soon met another “clueless,” the local term for itinerants from the Prime who have no idea how the clockwork of Sigil clicks and clacks, who had arrived only hours after me. A dark gnome who named himself Nemo (I would later come to find this is not his true name, but I cannot begrudge him choosing a pseudonym, given circumstances). We stayed in each other’s company throughout the day, and he proved to be a valuable companion, if only because his bewilderment, being even greater than my own, bolstered my confidence in my own abilities. Indeed, I immediately began grasping the ins and outs of this unique metropolis, thanks in part to meeting some odd personalities, both benevolent and malevolent in nature.
One such personality was Mister Marius, a “Heartless” “cutter” who was kind enough to, for the scant price of ten “jink,” show us around the “cage.” I’ll keep my report only to those which interested me for now, and append a full index to this dossier at a later date.
First, the “Signers,” those who believe they have formed the entire multiverse by the awesome power of their own thought. While this, on the surface, sounded insane –indeed, Mister Marius was quick to point out just how “barmy” the philosophy is- upon further reflection, I have come to see their point. I cannot deny that thinking positively, keeping the proper attitude, and motivating yourself and others with nothing but uplifting thoughts can, does, and will work to change the world. In some ways the Signers seem to have taken a basic idea, one I have myself noted, and extrapolated it to the extreme.
Next, the “Sensates,” those who wish to experience everything firsthand, damn all consequence, and to the Hells with lethargy. This has obvious appeal to me, being new to… everything. An entire multiverse to experience! There is a thrill of discovery which the Sensates have condensed into a philosophy, and the giddying highs of sensation are indeed tempting. However, the problem soon becomes obvious. Experience for experience’s own sake is foolish, at times. I don’t need to be burned alive to know it is unpleasant, and there are many such examples.
Next, the “Hardheads,” the Harmonium, the constabulary, the police, the guard, the law. Call them what you will, they are the authority here, and I do love authority. However, there are some qualms to that. It seems slavery is entirely legal here, and I’m not sure I would feel right enforcing laws I could not possibly conceive as moral. Law without morality is not just, and as justice is the purpose of any law, this renders them… impotent to their true purpose.
Finally, the “Guvners,” the legislative effect of law. They are apparently the ones who fight crime with pen and papyrus, and are potentially more powerful for it. Further, this is where I should go if I ever truly want to make change in this scene. However, given that Sigil has existed a very, very long time without my being here, it is perhaps naïve to think that, even with the authority of the Guvs, I could hope to enact change. Ah, but now I’m shaming the Signers! See? They can be very inspiring.
IÂ’ll close for now.
Patricia Velenci. Clueless.

Left: The Gray Wastes are full to overflowing with zombies.
Right: The unique "architecture" of Sigil consists largely of scavenged scrap.
The reason for the boss insisting I learn abyssal, infernal, basic planar terminology, a basic layout of the planes, and essential hostile environment survival skills has suddenly and irrevocably become clear. The portal did not, and I have since become convinced, was never intended to, travel to Athkatla, as was promised. Rather, I seem to have been expelled into the city of Sigil. Needless to say, this is alarming. As ordered, however, I will keep a log of the jumpÂ’s effects on me, physically, mentally, and physiologically; further, I will hand this report to the boss, should I ever find my way back, just prior to punching him in the face with a Bigby Fist.
Where to begin? Well, when I first landed, it was shocking. Gnolls, devils, and noise-noise-noise accosted my delicate sensibilities. To say the least, I was immediately and adamantly terrified. Once I calmed myself, I was able to take stock: The city itself is filthy, mottled, dangerous, and yet strangely alluring, not unlike a snake. Everything around me screams of danger; my every sense warning me away, and yet I cannot help but be intrigued. This is beginning to sound like a pulp romance piece now, however, so I will only say Sigil is filthier than I was lead to believe, but otherwise has been true to its legend.
I soon met another “clueless,” the local term for itinerants from the Prime who have no idea how the clockwork of Sigil clicks and clacks, who had arrived only hours after me. A dark gnome who named himself Nemo (I would later come to find this is not his true name, but I cannot begrudge him choosing a pseudonym, given circumstances). We stayed in each other’s company throughout the day, and he proved to be a valuable companion, if only because his bewilderment, being even greater than my own, bolstered my confidence in my own abilities. Indeed, I immediately began grasping the ins and outs of this unique metropolis, thanks in part to meeting some odd personalities, both benevolent and malevolent in nature.
One such personality was Mister Marius, a “Heartless” “cutter” who was kind enough to, for the scant price of ten “jink,” show us around the “cage.” I’ll keep my report only to those which interested me for now, and append a full index to this dossier at a later date.
First, the “Signers,” those who believe they have formed the entire multiverse by the awesome power of their own thought. While this, on the surface, sounded insane –indeed, Mister Marius was quick to point out just how “barmy” the philosophy is- upon further reflection, I have come to see their point. I cannot deny that thinking positively, keeping the proper attitude, and motivating yourself and others with nothing but uplifting thoughts can, does, and will work to change the world. In some ways the Signers seem to have taken a basic idea, one I have myself noted, and extrapolated it to the extreme.
Next, the “Sensates,” those who wish to experience everything firsthand, damn all consequence, and to the Hells with lethargy. This has obvious appeal to me, being new to… everything. An entire multiverse to experience! There is a thrill of discovery which the Sensates have condensed into a philosophy, and the giddying highs of sensation are indeed tempting. However, the problem soon becomes obvious. Experience for experience’s own sake is foolish, at times. I don’t need to be burned alive to know it is unpleasant, and there are many such examples.
Next, the “Hardheads,” the Harmonium, the constabulary, the police, the guard, the law. Call them what you will, they are the authority here, and I do love authority. However, there are some qualms to that. It seems slavery is entirely legal here, and I’m not sure I would feel right enforcing laws I could not possibly conceive as moral. Law without morality is not just, and as justice is the purpose of any law, this renders them… impotent to their true purpose.
Finally, the “Guvners,” the legislative effect of law. They are apparently the ones who fight crime with pen and papyrus, and are potentially more powerful for it. Further, this is where I should go if I ever truly want to make change in this scene. However, given that Sigil has existed a very, very long time without my being here, it is perhaps naïve to think that, even with the authority of the Guvs, I could hope to enact change. Ah, but now I’m shaming the Signers! See? They can be very inspiring.
IÂ’ll close for now.
Patricia Velenci. Clueless.

Left: The Gray Wastes are full to overflowing with zombies.
Right: The unique "architecture" of Sigil consists largely of scavenged scrap.
