The World of Kulan has it’s own cosmology.
that statement is the easy explanation regarding the cosmology I created that has become known (to me at least) as the Mirrored Cosmology. It simply used to be called Kulan’s cosmology to separate it from Time of Ages. However, the cosmology has become it’s own creation and bit of monster all on its own.
The cosmology is similar to the the classic Great Wheel cosmology, but it unique in that the outer planes can be said (metaphorically) to have two wheels connected by a spoke. There is an Upper Outlands and and Lower Outlands, but, in fact, they are the same place but how a character perceives the Outlands depends on alignment and soul.
I’ve taken the idea of planar belief to a whole new level.
Those with weak soul see the Multiverse based on the strengths and weaknesses of others in the planes of existence. A weak soul forced into the Outlands by a evil being will find themselves in a version of that is dark and twisted to the eye. The plane itself is still Neutral but it is the power of the evil being’s soul that make the weak-souled character perceive it as the Lower Outlands.
There are two Outlands that are mirrors of each other. What exists in one exists in the other. However, they are not separate planes. The weak-souled character is actually on one plane but cannot perceive both aspects of it. However, she/he has the potential to learn of the other side of the mirror and shift to it if the soul gains strength. A stronger soul can usually see both sides of the Outlands and the Spirelands that divide them.
In the Mirrored Cosmology, the Spirelands take the place of the standard Spire (an antimagic pillar) that stands at the center of the Outlands in the standard Planescape cosmology. The Spire of the Outlands is a plane unto itself in this cosmology. Unlike with the Planescape Spire, the Spirelands of the Mirrored Cosmology does not have impeded magic. There isn’t any suppression of mortal magic along its length and there are villages, towns, cities, kingdoms, and even Divine Realms all along it. There are also a few gate towns on the Spirelands that lead to the Upper or Lower Planes or to the Material Plane.
At the center of it all is Sigil, City of Doors.
Yet, the Sigil of the Mirrored Cosmology isn’t the same Sigil of the Planescape cosmology. Yes, the gods are not allowed to enter the city, but there is more leeway when it comes to powerful proxies of the gods. The city is ruled not by a Lady of Pain but by a Lord of Agony. He is enigmatic and his served by the dabus, but he isn’t silent to the Multiverse. It is known that he is a powerful Outsider who has skill with steel and spell. He is looked upon by the citizens with awe and fear. He actively protects the city from its enemies, and he has his own cults. While it is doubtful that he grant spells, it is known that the faithful amongst his cultists gain spells from somewhere or something. Perhaps it is the power of the planes itself or perhaps the City of Doors itself is a magical conduit to powers unknown.
There hasn’t been a Faction War in this version of Sigil. The Lord of Agony’s control over the city is overt enough to keep the factions in check. However, since Sigil is less isolated, there are more factions in the city than in the standard City of Doors. All of the standard factions exist in Mirrored Cosmology, but there are others that would only be sects in the Planescape cosmology. (I’ll go into more detail at a later date.) All of these factions fight for control of various aspects of the city, but very few of them have any direct control over the day-to-day lives of the citizens. The dabus are more powerful here, and the factions know better than to annoy them.
Sigil is a hive of activity for the planes of existence. It receives visitors not only through the power of its portals but also its complex floating piers. Airships and spelljammers come and go to these piers all the time and the atmosphere around torus-shaped Sigil. however, these ships usually cannot land directly in the City of Doors. Instead, skiffs ferry people to and from the floating piers. There are merchants in Sigil that have paid for exemptions to these rules. The Golden Lords have their own landing sites in City of Doors, which gives them a advantage over lesser traders. However, a Golden Lord that fails to pay the monthly dues to the city’s coffers will quickly lose his/her/its exemption.