Race Demographics



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*DaftyXIII
- Posts: 333
- Joined: Thu Jan 01, 1970 12:00 am
you asking what's commonly played in SCoD?
i see lots of Demons personaly almost all the time, seems to be a thing that wont die off for some players.. hence why I take Abyssal language on a lot of my characters :P
also I see a few dwarfs here and there, just a matter of what time of day it is for me
i see lots of Demons personaly almost all the time, seems to be a thing that wont die off for some players.. hence why I take Abyssal language on a lot of my characters :P
also I see a few dwarfs here and there, just a matter of what time of day it is for me

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
The only source I remember to have any real tangible stats for Sigil is Planar Handbook (3.5 edition), page 142.
Population 250,000 (37% human, 20% planetouched [Aasimar, mephlings, neraphim, tieflings, and the like], 10% elves, 10% halflings, 3% dwarves, 20% other)
Population 250,000 (37% human, 20% planetouched [Aasimar, mephlings, neraphim, tieflings, and the like], 10% elves, 10% halflings, 3% dwarves, 20% other)

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*Huelander
- Posts: 54
- Joined: Thu Jan 01, 1970 12:00 am
When the Blood War ends. When Gehena freezes over. When the light of Chronias dims and all belief is sucked through the irreverent maw of Hades. Hope lost and life reaching its conclusion.
It is then, that the Kender shall inherit the planes.
It is then, that the Kender shall inherit the planes.

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*DaftyXIII
- Posts: 333
- Joined: Thu Jan 01, 1970 12:00 am
Sounds like something you would sayHuelander,May 5 2017 wrote: When the Blood War ends. When Gehena freezes over. When the light of Chronias dims and all belief is sucked through the irreverent maw of Hades. Hope lost and life reaching its conclusion.
It is then, that the Kender shall inherit the planes.

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*Artifice
- Posts: 126
- Joined: Thu Jan 01, 1970 12:00 am
The original Planescape box set didn't actually specify the demographics of Sigil more specifically than explaining that everything could be found there.
However, it was notable for saying:
"That said, it shouldn't take a greybeard to see that the PLANESCAPE setting provides a lot of opportunities for playing races that vary from the normal fantasy far of elves, dwarves, halflings and gnomes. Those folks live out on the planes too, but so do many, many other races and civilisations."
Further on it says:
"Elves, dwarves, halflings and the like are scattered around the planes like the other races, but a canny berk'll notice a common theme - most of the time, they're found only in the realms of their deities. The planes have been around since the beginning of creation, just like the Prime Material Plane. Millenia ago, prime demihumans adventured to the realms of their deities, decided they liked it there, and stayed to establish homes and raise families. Communities of planar demihumans are born, live and die in specific areas that their gods have extablished as realms. Few ever leave; if a body lived in the perfect home of her god, her people's idea of heaven, would she bother to go adventuring around the planes? Probably not. Only a trivial number of planar demihumans live outside the realms of their gods."
This is worth paying attention to, because in the planescape setting the default races players could pick from were Aasimar, Bariaur, Genasi, Githzerai, Planar Half-Elf, Planar Human, Rogue Modron and Tiefling. There was a conscious effort not to introduce races that were common in other settings.
Of course, DMs were free to introduce races from other AD&D campaign settings, like the more common halflings, gnomes, elves etc, and in the case of SCOD I imagine the decision was taken by the team to make them more common in Sigil than they are by default.
:)
Hope this helps.
Edited to add:
It's worth noting that tieflings in Planescape were also very different to the more modern interpretations. They were said to be very, very common in Sigil. But tieflings themselves consisted of a wide variety of humanoids with random traits and attributes. They ranged from feline to reptilian, insectoid to vampiric, ghostly to metallic, and more. They included an odd number of random mechanical tweaks a lot like racial stats as well, effectively making the 'race' a conglomeration of many odd species and half breeds.
The books also made a point of saying that it was unknown where they actually came from, as opposed to more modern tieflings definitely being descendents from fiends, and left it open to a variety of sources.
However, it was notable for saying:
"That said, it shouldn't take a greybeard to see that the PLANESCAPE setting provides a lot of opportunities for playing races that vary from the normal fantasy far of elves, dwarves, halflings and gnomes. Those folks live out on the planes too, but so do many, many other races and civilisations."
Further on it says:
"Elves, dwarves, halflings and the like are scattered around the planes like the other races, but a canny berk'll notice a common theme - most of the time, they're found only in the realms of their deities. The planes have been around since the beginning of creation, just like the Prime Material Plane. Millenia ago, prime demihumans adventured to the realms of their deities, decided they liked it there, and stayed to establish homes and raise families. Communities of planar demihumans are born, live and die in specific areas that their gods have extablished as realms. Few ever leave; if a body lived in the perfect home of her god, her people's idea of heaven, would she bother to go adventuring around the planes? Probably not. Only a trivial number of planar demihumans live outside the realms of their gods."
This is worth paying attention to, because in the planescape setting the default races players could pick from were Aasimar, Bariaur, Genasi, Githzerai, Planar Half-Elf, Planar Human, Rogue Modron and Tiefling. There was a conscious effort not to introduce races that were common in other settings.
Of course, DMs were free to introduce races from other AD&D campaign settings, like the more common halflings, gnomes, elves etc, and in the case of SCOD I imagine the decision was taken by the team to make them more common in Sigil than they are by default.
:)
Hope this helps.
Edited to add:
It's worth noting that tieflings in Planescape were also very different to the more modern interpretations. They were said to be very, very common in Sigil. But tieflings themselves consisted of a wide variety of humanoids with random traits and attributes. They ranged from feline to reptilian, insectoid to vampiric, ghostly to metallic, and more. They included an odd number of random mechanical tweaks a lot like racial stats as well, effectively making the 'race' a conglomeration of many odd species and half breeds.
The books also made a point of saying that it was unknown where they actually came from, as opposed to more modern tieflings definitely being descendents from fiends, and left it open to a variety of sources.

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*DigitalDragoon
- Posts: 212
- Joined: Thu Jan 01, 1970 12:00 am
It sounds a bit like planescape tiefling are more like mongrelfolk?

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*MimiFearthegn
- Posts: 762
- Joined: Thu Jan 01, 1970 12:00 am
More needs to be said about Bariaur. There are lots of Bariaur in the Cage.
I found this is A Guide to Sigil -
I found this is A Guide to Sigil -
wrote:Though the city has a population of more than a million, two-thirds of that are transient
planars and primes. The core population of planars comprises humans, githzerai, bariaur, and tieflings, with a few prime elves, dwarves, and other obscure, Clueless races (one called gnomes, one called halfings - who can tell Â’em apart, really?). SigilÂ’s always ready for a fight, a hob, or a lark, and half its citizens are on their way to the wonders of the Great Ring, so adventurers are common as copper bits. Sigil is as close to home as a cutter gets on the planes.

