The Neverwell Into the nothingness Disclaimer. Planescape is copyright TSR Inc. 1994 and Introduction nothing presented here is intended as a threat to their sole sovereignty over the setting. It also bears saying that the campaign ideas presented herein are in no way endorsed by TSR; they simply represent one interpretation amidst a sea of Characters possibilities. In many ways, the dark you're about to lay your sights on goes against a fundamental aspect of the neverwell Planescape setting - the Lady of Pain's unknowable nature. While reading this may clear up a lot of smoke about Sigil DM techniques and why the Lady does what she does, it doesn't provide a complete explanation. I think you'll agree that it elegantly The Palace presents the darks of the Lady of Pain without sacrificing the mood that is Planescape. If not, the site designer, namely storyboard myself, plans to include a button for Mazing him later on. New monsters Questions. Before going further, you'd best bang your brain-box on the paradoxical nature of Sigil and the Lady. Links Before answers can be found, the right questions have to be asked. So, in the name of knowledge, here's a go at it, real Guvner-like: I. What lies beyond Sigil and in its center? II. Where do sods who die in Sigil go? III. How does the Lady protect Sigil? What Lies Beyond? Nowadays it seems like every berk and his cousin has a theory about what lies beyond Sigil. Some graybeards claim it's the vacuum of the Hinterland space, others that it's an extension of the Astral Plane, and still more that it is the cumulation of all possibilities in one. Perhaps the most widely accepted theory is the last, since it accounts for the chant that a Clueless who casts himself off the edge of Sigil's streets gets landed in a random plane. Graybeards refer to this as the translocation by infinitely converging potential theory. What screed! The dark of the matter is that the void beyond Sigil is precisely what it looks like. Void. Don't confuse this with the elemental plane of Vacuum, or any other void on the planes for that matter. See, even the void surrounding the four mounts of Gehenna have something floating around in them. Strictly speaking, they're not a void, at least not in the sense that the void around Sigil is. See, Sigil's void is the embodiment of nothingness; it is everything that never was, never will be, and cannot be. Considering how the planes are infinite in possibilities, this means that the nothingness remains nothing. Somewhere along the line, the name "Neverwell" was tagged onto this phenomenon, though the meaning behind the name has eluded even those bloods in the know. Truth be told, it's something that most mortals sods just can't seem to get a handle on, and that makes finding answers to Big questions very difficult. Just what are these Big questions? i. Is there a difference between the void at Sigil's center and the void encompassing it? ii. What happens to berks who jump off Sigil's edge? iii. Why does the Neverwell exist? Recall that I said the answers were hard to come by; I never said anything about there being no answers. There are always answers, it just depends on where you stand. i. First, there is no difference between the nothing within Sigil's center and the nothing surrounding it. If you put a torus in a pond, the water around it is the same water that's on the inside. Indeed, the terms 'inside' and 'out- side' are entirely relative to perception. There's your first answer, berk! Nothing is nothing. ii. I've never had the displeasure of meeting someone barmy or desperate enough to cast themselves into that nebulous darkness lingering beyond Sigil's streets. That said, many accounts testify that the addle-cove undertaking this risky task is cast into a random plane. The most logical explanation is that the Lady of Pain doesn't want any- one snooping about in the void, even if they could survive it. Solution? Toss 'em to a random plane and teach the sods a harsh lesson. iii. Lastly, why? Why does the void exist? Answering why is always tricky, because out here on the planes, why depends on who you ask. What is the whole "meaning of the multiverse" question about? It's about finding out why we are here. "What is the meaning of the multi- verse?" is equivalent to "Why am I alive?" By the Powers, the factions themselves were born answering this questions, so don't expect my answer to be cut and dry. Still, I'm going to try to leave the philosophizing to the factols and focus on the logic. Seems like, if what an up and coming Godsman says is true, the Neverwell exists to keep the Powers out of Sigil (refer to the section below title "Who is the Lady?"). Where Do Dead Souls Go? Here's a poignant planar puzzle for you planewalkers out there. See, any Clueless in Sigil for a few nights will soon tumble to the dark that all portals require keys, and soon enough, though it may take several weeks for the plane- walking challenged, a berk's going to realize that the only way into or out of Sigil is via portal. Now, when a berk dies in Sigil, it stands to reason that his soul has got to reach a portal in order to escape. According to texts of the forgotten god Anubis' priesthood, the soul lingers within the body for several days after death. During this time the soul learns how to deal with its new stage of existence and must accept its fate before moving on to the realm of its god or moral persuasion. One problem, in Sigil, all souls get trapped to their bodies and are un- able to reach the Outer Planes without their bodies first being tossed through a portal. This does not mean that Sigil is chalk full with petitioners to the Lady. It does mean that the Dustmen are unwittingly aiding the spirits to find peace (or torment, depending on how they acted in life)...at least, that's what the Dustmen are letting on. Why are the Collectors so quick to move? Imagine how barmy you would go if trapped within your dead body for days or weeks. However, sometimes a body gets irreversibly destroyed, by a disintegrate spell or simply rotting away, and then the soul has no refuge. What then? The Lady of Pain acts right quick, and casts the the poor sod into the Neverwell. It's a rare event, but when it does happen, slowly all trace of the sod vanishes, people begin to forget his name, changes he made revert to their previous state, and an enormous ripple spreads across reality to prevent him from ever being born. Who Is The Lady? What a sodding question! Is she a reformed tanar'ri lord? The first mage ever to master the artifact that is Sigil? The Great Unknown come from the Source to test us? Everyone knows and no one knows; it all depends on where you stand. However, the most telling sign of character, as any Cipher will attest, is action. If you see a man strike his sister you assume things about the man, yet if you know his sister and he are spies who have adopted the roles of violent lovers to infiltrate the Abyss, then you'll see him (and her) in a different light. So, who is the Lady of Pain? Well, it depends on what believe, true, but you'd be an addle-cove not to examine how she acts when finding your answer. The Lady's most common form of action seems to be, broadly, defending her city. After all, she has to contend with Powers, fiends, and the factions, who all are biding for the heart of Sigil. Sigil's heart is the Lady, and she is heartless in her defense of the city. How does she prevent hosts of armies from spilling into Sigil? She has three lines of defense at her disposal: i. Neverwell ii. The Mazes iii. Her Servants If these lines of defense fall, then it is that the Lady of Pain must appear to cast her bladed shadow upon the offender. Death is the least of her punishments. i. According to Usharas, a Godsman making his mark upon the planes, the gods are the embodiment of all that is. Beings beings of pure belief, they have no emptiness inside them like mortals do. Usharas claims that the more "full" a cutter is spiritually, the closer he is on his on his way to godhood. If what he says is true, it explains why the Power can't enter Sigil. With the Neverwell surrounding it, the Powers can't enter Sigil since first they'd have to pass through the well of nothingness. The Powers can't understand nothing, and so they can't break the Lady's hold on the city. Mortals, however, can and do enter Sigil every day, and the Powers learned long ago to rely on them to find the key to bringing the Lady down. ii. Such a broad defense is of little use against mortals, who have made Sigil what it is today, and the Lady reserves her Mazes for those mortals who have amassed enough power to threaten her rule. After agonizing research, sages have confirmed that the Mazes are actually a single demi-plane that the Lady can connect to any point in Sigil. This means that it is conceivable for intrepid planewalkers to enter the Mazes from the Ethereal Plane. Furthermore it means that, at least in theory, all the Mazes connect with each other. Undeniably the worst part of the Mazes is the absolute certainty of those within that there is a way out. To make the sojourn even more dolorous, the Lady actually creates a single portal leading out. Course, this will do most mortals no good, since it'd take several life- times to find a way out, if that day ever came. iii. Beyond the dabus, upon whom the Lady relies upon the day-to-day maintenance of Sigil's streets and the creation of the Mazes, there exist two little known servants she employs. The first are the subad, a race of dark beings who serve as protectors of the Neverwell. Previously, this race was unheard of, for it takes very little to defend nothing. However, the dark is that the Lady has overstepped her bounds, and now "something" has been absorbed into the Neverwell. What this is isn't clear yet, but the subad are racing to find out. The second group isn't precisely a race, but a group of cutters who have been marked by the Lady of Pain as her "chosen." The chosen serve as the Lady's eyes and ears across the planes to ensure that none infuse the Lady with the power of worship, for to do so would be to make her a god; then, by her own mandate, she would be forced from Sigil, and all hell would break loose.