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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal (non-sentient undead are even closer to peace). Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal (non-sentient undead are even closer to peace). Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] Truce" makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist first faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
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The factions, which form the backbone of character interactions (and fill the {{splat}} role), are:

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The factions, Factions (ranks: Initiate, Factotum, Factor & Factol), which form the backbone of character interactions (and fill the {{splat}} role), are:



* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

to:

* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal.goal (non-sentient undead are even closer to peace). Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane they used to show tours of visitors the dead gods floating away in the silvery void.

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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" "Great Unknown" they seem to have a point). Some Athar like the very founder (a Loki cleric) are loyal servants who got backstabbed by their gods others are benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane which they used put to show good use showing tours of visitors the dead gods gods, starved off and forgotten, floating away in the silvery void.



* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities and sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and self-sufficient objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a Fighter learning exclusive Wizard or Rogue skills as Use Magic Device or Disable Traps. Takers also get a small bonus to Persuasion when haggling and Sleight of Hand rolls made to steal, even more for Rogues. Factotums of 3rd level can spend 1 skill point to gain "Plane Knowledge" of a Plane of Existence, granting them not only orientation but knowledge or insight on contacts, customs, places and resources as well as portals, even spending 1 skill point more to focus on a Layer of that plane and get a +3 on Persuasion/Diplomacy there. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Sadly their attitude makes them too proud to accept help when incapacitated near death, like a potion or healing, since they failed and are unable to "earn it" in their eyes. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities and deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and self-sufficient objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a Fighter learning exclusive Wizard or Rogue skills as Use Magic Device or Disable Traps. Takers also get a small bonus +1 to Persuasion when haggling and Sleight of Hand rolls made to steal, even more +2 for Rogues. Factotums of 3rd level can spend 1 skill point to gain "Plane Knowledge" of a Plane of Existence, granting them not only orientation but knowledge or insight on contacts, customs, places and resources as well as portals, even spending 1 skill point more to focus on a Layer of that plane and get a +3 on Persuasion/Diplomacy there. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Sadly their attitude makes them too proud to accept help when incapacitated near death, like a potion or healing, since they failed and are unable to "earn it" in their eyes. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.



* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question, Arcane casters will always get the Shocking Grasp spell for free as well as Divine casters getting Command instead. Twice per day they can use a smite-like ability for justice that doubles the damage of an attack but the user will receive half the damage dealt. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

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* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question, Arcane casters will always get the Shocking Grasp spell for free as well as Divine casters getting Command instead. Twice per day they can use a zealous smite-like ability for justice that doubles the damage of an attack but the user will receive half the damage dealt. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.



* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless because they often claim all of your life experiences were imagined by them. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like Diplomacy, Intimidation, Sense motive or Persuasion. Signers can also imagine things into existence past the level 3, rolling a Wisdom or Intelligence check with a -5 meaning they can wish magic existence as if they were a Divine or Arcane caster of their level, casting up to a 4th level spell. Subsequent uses for one week mutiply the penalty, imagining is -hard-. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are because they could theoretically unthink everyone else if they stop believing other individuals exist.

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* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless because they often claim all of your life experiences were imagined by them. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma social checks made to interact with others like Diplomacy, Intimidation, Sense motive motive, Deceive or Persuasion. Signers can also imagine things into existence past the level 3, rolling a Wisdom or Intelligence check with a -5 meaning they can wish magic into existence as if they were a Divine or Arcane caster of their level, casting virtually anything up to a 4th level spell.spells. Subsequent uses for one week mutiply the penalty, imagining is -hard-. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are because they could theoretically unthink everyone else if they stop believing other individuals exist.
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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead gods floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artists, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard who whose goal was writing a masterpiece song is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a +2 to Persuasion, Diplomacy and all types of charisma and skill checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.
* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to morale effects, insanity and mood altering spells (like Confusion/Chaos, Irressitible Dance or Hideous Laughter) as well as similar psionics and can save against ESP effects like Detect Thoughts. Bleakers caster above 5th level have special powerful Pandemonium-based crowd control spells and at 7th level all members can perform a day-long ritual cleansing head massage (yes, really) on any magic insanity on someone that cures the afflicted (85% and only 2 tries per patient.) but leaves the Bleaker in mental anguish for 2 days. Due to Melancholia they have to roll a d20 each day against Futility, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning, there is no order. The Bleakers run The Gatehouse, Sigil's mental asylum as well as the orphanages and soup kitchens.

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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane they used to show tours of visitors the dead gods floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artists, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard who whose goal was writing a masterpiece song is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a +2 to Persuasion, Diplomacy and all types of charisma and skill checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.
* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to magic that causes morale effects, madness, insanity and mood altering spells (like Confusion/Chaos, Irressitible Dance or Hideous Laughter) as well as similar psionics Psionics and can save against ESP effects like Detect Thoughts. Bleakers caster Bleaker casters above 5th level have special powerful Pandemonium-based crowd control spells like "Despair" and "Howl of Pandemonium" and at 7th level all members can perform a day-long ritual cleansing head massage (yes, really) on any magic insanity on someone that cures the afflicted (85% and only 2 tries per patient.) but leaves the Bleaker in mental anguish for 2 days. Due to Melancholia they have to roll a d20 each day against Futility, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning, there is no order. The Bleakers run The Gatehouse, Sigil's mental asylum as well as the orphanages and soup kitchens.



* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead (Priests get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) deities and sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead (Priests as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.



* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). Their ranks are named Notary, Measure, Mover with the Factol being the Composer of the Harmony. All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Hardhead Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). Their ranks are named Notary, Measure, Notary for recruit, Measure for Factotum, Mover for Factor with the Factol being the Composer of the Harmony. All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Hardhead Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.



* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells while benefitting from their position or title (but not copying the faction spell-like powers and traits). Members that help 2 or more cells or are considered Factotums get proficiency in all Rogue skills like Trickery, Sleight of Hand or Disable traps, regardless of class with Rogues getting a +2 on those skills. Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for The Cause", with the final goal of the Cause being disbandment of the Anarchs if they truly destroy the other factions. They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.

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* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member members can pose as another faction member avoiding divination spells while benefitting from their position or title (but not copying the faction spell-like powers and traits). Members that help 2 or more cells or are considered Factotums get proficiency in all Rogue skills like Trickery, Sleight of Hand or Disable traps, regardless of class with Rogues getting a +2 on those skills. Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for The Cause", with the final goal of the Cause being disbandment of the Anarchs if they truly destroy the other factions. They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.



* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a +1 on saves against poisons and surprise checks. They are excellent body readers and have a instant 10% chance of knowing if someone is lying to them without a Sense Motive/Insight check, which rises to 20% if they are interacting with someone of the same race/species as them. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Member of 3rd level can once per day "heal" 1d10 damage from someone to the Sensate themselves and can start using Bardic knowledge to identify items past level 5. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers with the 3 eschelons of Master of Heart, Mind and finally Spirit. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing". After all, hesitation stops the flow. Ciphers of level 3 onwards get even better initiative rolls and get a +2 all kind of mind affecting spells and abilities even a save vs No Save effects (but without the bonus) because they are feeling, not deliberately thinking. Ciphers gather to train and reflect at Sigil's Great Gymnasium.

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* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a +1 on saves against poisons and surprise checks. They are excellent body readers and have a instant 10% chance of knowing if someone is lying to them without a Sense Motive/Insight check, which rises to 20% if they are interacting with someone of the same race/species as them. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Member of 3rd level can once per day "heal" 1d10 damage from someone someone, transferring it to the Sensate themselves and can start using Bardic knowledge to identify items past level 5.5 as if they were a 5 levels lower Bard. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers with the 3 eschelons of Master of Heart, Mind and finally Spirit. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing". After all, hesitation stops the flow. Ciphers of level 3 onwards get even better initiative rolls and get a +2 vs all kind of mind affecting spells and abilities even a save vs No Save effects (but without the bonus) because they are feeling, not deliberately thinking. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
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* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a Fighter learning exclusive Wizard or Rogue skills as Use Magic Device or Disable Traps. Takers also get a small bonus to Persuasion when haggling and Sleight of Hand rolls made to steal, even more for Rogues. Factotums of 3rd level can spend 1 skill point to gain "Plane Knowledge" of a Plane of Existence, granting them not only orientation but knowledge or insight on contacts, customs, places and resources as well as portals, even spending 1 skill point more to focus on a Layer of that plane and get a +3 on Persuasion/Diplomacy there. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.

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* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and self-sufficient objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a Fighter learning exclusive Wizard or Rogue skills as Use Magic Device or Disable Traps. Takers also get a small bonus to Persuasion when haggling and Sleight of Hand rolls made to steal, even more for Rogues. Factotums of 3rd level can spend 1 skill point to gain "Plane Knowledge" of a Plane of Existence, granting them not only orientation but knowledge or insight on contacts, customs, places and resources as well as portals, even spending 1 skill point more to focus on a Layer of that plane and get a +3 on Persuasion/Diplomacy there. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Sadly their attitude makes them too proud to accept help when incapacitated near death, like a potion or healing, since they failed and are unable to "earn it" in their eyes. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.
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* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to morale effects, insanity and mood altering spells (like Confusion/Chaos, Irressitible Dance or Hideous Laughter) and can save against ESP effects like Detect Thoughts but have to roll a d20 each day, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning, there is no order. The Bleakers run The Gatehouse, Sigil's mental asylum as well as the orphanages and soup kitchens.
* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. SInkers can also use a smite-like Entropic Blow once per week, which halves the enemy current HP if they overcome the AC by 5 or more. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are made, from lowly spears to Blood War planar battleships.
* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a fighter learning exclusive wizard or rogue skills as Use Magic Device or Disable Traps. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.
* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can Use Magic Devices (like scrolls, wands or wondrous items) once per day for a maximum of 24 hours regardless of their class. higher-up of level 5+ can also alter probability on their favor or against an enemy for every three levels up to a +3/-3 (or 15%) at level 11. On the other hand Guvners beliefs are so compulsive and square-minded they can never break a law -knowingly-, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to any kind of charm, mental and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you, usually a 20% discount for purchases at the Bazaar. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants, with the Red Lion Inn being the most popular place of reunion.

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* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to morale effects, insanity and mood altering spells (like Confusion/Chaos, Irressitible Dance or Hideous Laughter) as well as similar psionics and can save against ESP effects like Detect Thoughts Thoughts. Bleakers caster above 5th level have special powerful Pandemonium-based crowd control spells and at 7th level all members can perform a day-long ritual cleansing head massage (yes, really) on any magic insanity on someone that cures the afflicted (85% and only 2 tries per patient.) but leaves the Bleaker in mental anguish for 2 days. Due to Melancholia they have to roll a d20 each day, day against Futility, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning, there is no order. The Bleakers run The Gatehouse, Sigil's mental asylum as well as the orphanages and soup kitchens.
* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. SInkers Sinkers can also use a smite-like Entropic Blow against opposite alignment enemies once per week, which halves the enemy enemy's current HP if they overcome the AC by 5 or more. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are made, from lowly spears to Blood War planar battleships.
* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help).help). Factotums can turn or command undead (Priests get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them. For example a fighter Fighter learning exclusive wizard Wizard or rogue Rogue skills as Use Magic Device or Disable Traps.Traps. Takers also get a small bonus to Persuasion when haggling and Sleight of Hand rolls made to steal, even more for Rogues. Factotums of 3rd level can spend 1 skill point to gain "Plane Knowledge" of a Plane of Existence, granting them not only orientation but knowledge or insight on contacts, customs, places and resources as well as portals, even spending 1 skill point more to focus on a Layer of that plane and get a +3 on Persuasion/Diplomacy there. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.
* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can Use Magic Devices (like scrolls, wands or wondrous items) once per day for a maximum of 24 hours regardless of their class. higher-up Higher-ups of level 5+ can also alter probability on their favor or against an enemy for every three levels up to a +3/-3 (or 15%) at level 11. On the other hand Guvners beliefs are so compulsive and square-minded they can never break a law -knowingly-, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to any kind of charm, mental and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you, usually a 20% discount for all purchases at the Bazaar. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants, with the Red Lion Inn being the most popular place of reunion.
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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). Their ranks are named Notary, Measure, Mover with the Factol being the Composer of the Harmony. All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Priests (Hardhead Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
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* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are made, from lowly spears to Blood War planar battleships.

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* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. SInkers can also use a smite-like Entropic Blow once per week, which halves the enemy current HP if they overcome the AC by 5 or more. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are made, from lowly spears to Blood War planar battleships.



* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can Use Magic Devices (like scrolls, wands or wondrous items) once per day for a maximum of 24 hours regardless of their class. On the other hand Guvners beliefs are so compulsive and square-minded they can never break a law -knowingly-, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants.

to:

* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can Use Magic Devices (like scrolls, wands or wondrous items) once per day for a maximum of 24 hours regardless of their class. higher-up of level 5+ can also alter probability on their favor or against an enemy for every three levels up to a +3/-3 (or 15%) at level 11. On the other hand Guvners beliefs are so compulsive and square-minded they can never break a law -knowingly-, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm any kind of charm, mental and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you. you, usually a 20% discount for purchases at the Bazaar. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants.merchants, with the Red Lion Inn being the most popular place of reunion.



* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells while benefitting from their position or title (but not copying the faction spell-like powers and traits). Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for The Cause". They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless because they often claim all of your life experiences were imagined by them. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like Diplomacy, Intimidation, Sense motive or Persuasion. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are because they could theoretically unthink everyone else if they stop believing other individuals exist.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a +1 on saves against poisons and surprise checks. They are excellent body readers and have a instant 10% chance of knowing if someone is lying to them without a Sense Motive/Insight check, which rises to 20% if they are interacting with someone of the same race/species as them. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing". After all, hesitation stops the flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotum and Factor are called Boss and Big Boss respectively though the Factol title remains the same, but only if Factol Haskar actually cares about being Factol that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment and can join by just claiming they are already one of them. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


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* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question.question, Arcane casters will always get the Shocking Grasp spell for free as well as Divine casters getting Command instead. Twice per day they can use a smite-like ability for justice that doubles the damage of an attack but the user will receive half the damage dealt. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells while benefitting from their position or title (but not copying the faction spell-like powers and traits). Members that help 2 or more cells or are considered Factotums get proficiency in all Rogue skills like Trickery, Sleight of Hand or Disable traps, regardless of class with Rogues getting a +2 on those skills. Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for The Cause".Cause", with the final goal of the Cause being disbandment of the Anarchs if they truly destroy the other factions. They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless because they often claim all of your life experiences were imagined by them. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like Diplomacy, Intimidation, Sense motive or Persuasion. Signers can also imagine things into existence past the level 3, rolling a Wisdom or Intelligence check with a -5 meaning they can wish magic existence as if they were a Divine or Arcane caster of their level, casting up to a 4th level spell. Subsequent uses for one week mutiply the penalty, imagining is -hard-. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are because they could theoretically unthink everyone else if they stop believing other individuals exist.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a +1 on saves against poisons and surprise checks. They are excellent body readers and have a instant 10% chance of knowing if someone is lying to them without a Sense Motive/Insight check, which rises to 20% if they are interacting with someone of the same race/species as them. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Member of 3rd level can once per day "heal" 1d10 damage from someone to the Sensate themselves and can start using Bardic knowledge to identify items past level 5. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers.performers with the 3 eschelons of Master of Heart, Mind and finally Spirit. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing". After all, hesitation stops the flow. Ciphers of level 3 onwards get even better initiative rolls and get a +2 all kind of mind affecting spells and abilities even a save vs No Save effects (but without the bonus) because they are feeling, not deliberately thinking. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotum and Factor are called Boss and Big Boss respectively though the Factol title remains the same, same (being all different would still make sense), but only if Factol Haskar Karan actually cares about being Factol Factol, or even a member that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment and can join by just claiming they are already one of them. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

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* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotums and Factols are called Bosses and Big Bosses respectively though the Factol title remains the same, but only if Factol Haskar actually cares about being Factol that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


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* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotums Factotum and Factols Factor are called Bosses Boss and Big Bosses Boss respectively though the Factol title remains the same, but only if Factol Haskar actually cares about being Factol that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment.alignment and can join by just claiming they are already one of them. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

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* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotums and Factols are called Bosses and Big Bosses respectively though the Factol title remains the same, but only if Factol Haskar actually cares of being Factol that day. Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


to:

* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotums and Factols are called Bosses and Big Bosses respectively though the Factol title remains the same, but only if Factol Haskar actually cares of about being Factol that day.day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a +2 to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.

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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artists, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard who whose goal was writing a masterpiece song is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a +2 to persuasion, diplomacy Persuasion, Diplomacy and all types of charisma and skill checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.



* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices (like scrolls and wands) once per day regardless of their class. On the other hand Guvners can never break a law knowingly, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.

to:

* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices Use Magic Devices (like scrolls and wands) scrolls, wands or wondrous items) once per day for a maximum of 24 hours regardless of their class. On the other hand Guvners beliefs are so compulsive and square-minded they can never break a law knowingly, -knowingly-, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.



* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause". They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a small bonus to resist poisons and against surprise checks. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.

to:

* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells while benefitting from their position or title (but not copying the faction spell-like powers and benefits). traits). Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause".The Cause". They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. nonetheless because they often claim all of your life experiences were imagined by them. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like diplomacy Diplomacy, Intimidation, Sense motive or persuasion. Persuasion. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are.
are because they could theoretically unthink everyone else if they stop believing other individuals exist.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a small bonus to resist +1 on saves against poisons and against surprise checks.checks. They are excellent body readers and have a instant 10% chance of knowing if someone is lying to them without a Sense Motive/Insight check, which rises to 20% if they are interacting with someone of the same race/species as them. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.



* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


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* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotums and Factols are called Bosses and Big Bosses respectively though the Factol title remains the same, but only if Factol Haskar actually cares of being Factol that day. Members can use the a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll).troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.




''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced cynicism and attitude over the muscular heroes and glorious violence of other settings. As per the creator of the setting, Planescape, Sigil and its factions feel like the Cafeteria of a Philosophy or Politics College where everyone is debating and expressing how they see things and the chemistry of the clash of ideas and philosophies but no one really knows what they are talking about because there is still SO much to learn.

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''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced cynicism and attitude over the muscular heroes and glorious violence of other settings. As per the creator of the setting, setting David "Zeb" Cook, Planescape, Sigil and its factions feel like the Cafeteria of a Philosophy or Politics College likea Bar where everyone is a philosophy student debating and expressing how they see things and the chemistry of the clash of ideas and philosophies but no one really knows what they are talking about because there is still SO much to learn.
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Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil like [[MagicEater Incatifers]] or [[LifeDrinker Prolongers]]. Also like Xaositects the [[StupidNeutral Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]


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Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil like [[MagicEater Incatifers]] The Incanterium]] or [[LifeDrinker The Prolongers]]. Also like Xaositects the [[StupidNeutral The Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy and corrupt [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]

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* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing") After all, hesitation stops the flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, a ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]


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* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action. Players cannot say "Wait, I change my mind. I wanna do this other thing") thing". After all, hesitation stops the flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, a an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.


Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil.evil like [[MagicEater Incatifers]] or [[LifeDrinker Prolongers]]. Also like Xaositects the [[StupidNeutral Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]

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* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are created, from lowly spears to Blood War planar battleships.

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* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are created, made, from lowly spears to Blood War planar battleships.
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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful yet gentle Lich. It is rumored they were in fact the very fist faction ever, as old as death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuory where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful yet and suspiciously gentle Lich. It is rumored they were in fact the very fist faction ever, as old as death Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuory Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.



** When you die, you become a petitioner on the Outer Plane most suited to your alignment, and lose all memories of your previous existence. However, many petitioners who are sent to Baator (LawfulEvil Hell) and the Abyss (ChaoticEvil Hell) become larvae (soul cattle) or directly lesser, bottom of the barrel fiends and are then selected (essentially at random) to join TheLegionsOfHell as the diabolic or demonic equivalent of privates (actually cannon fodder). From there, IF they survive and get randomly promoted to an actual private, it is theoretically possible that if the petitioner is both evil enough and badass enough, then he or she could eventually rise up the ranks evolving through each rank/form to become an [[DemonLordsAndArchdevils Archdevil or Demon Lord]]. This is rare, but possible: the demon lord Orcus began his career as a lowly Dretch, the weakest and dumbest of demons, only above the Mane who aren't fit enough to think for themselves or be considered demons at all, and he's now the second or third (depends who you ask) most powerful being in the Abyss. %%InUniverse
** This is way more prominent in the Baatezu (Devils) where all start from Lemure and each one is an evolved form with a fixed rank by rank evolutionary line until they become Pit Fiends. They are Lawful Evil and the evolution is treated as getting a promotion in the military with messing up getting a demotion by deevolving them to the previous form or even further below. This line is detailed in the monster manual of Planescape and encompasses almost all devils with some forms even considered "dead ends" or alternative steps to the most common line.

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** When you die, you become a petitioner on the Outer Plane most suited to your alignment, and lose all memories of your previous existence. However, many petitioners who are sent to Baator (LawfulEvil Hell) and the Abyss (ChaoticEvil Hell) become larvae (soul cattle) or directly lesser, bottom of the barrel fiends and are then selected (essentially at random) to join TheLegionsOfHell as the diabolic or demonic equivalent of privates (actually cannon fodder). From there, IF they survive and get randomly promoted to an actual private, it is theoretically possible that if the petitioner is both evil enough and badass enough, then he or she could eventually rise up the ranks evolving through each rank/form to become an [[DemonLordsAndArchdevils Archdevil or Demon Lord]]. This is rare, but possible: the demon lord Orcus (originally an evil human mage) began his career as a lowly Dretch, the weakest and dumbest of demons, only above the Mane who aren't fit enough to think for themselves or be considered demons at all, went on to create Necromancy itself and he's now the second or third (depends who you ask) most powerful being in the Abyss. %%InUniverse
** This is way more prominent in the Baatezu (Devils) where all start from Lemure and each one is an evolved form with a fixed rank by rank evolutionary line until they become Pit Fiends. They are Lawful Evil and the evolution is treated as getting a promotion in the military with messing up getting a demotion by deevolving them to the previous form or even further below. This line is detailed in the monster manual of Planescape and encompasses almost all devils with some forms even considered "dead ends" or alternative steps to the most common line.line which usually ends with Cornugon into Gelugon and finally Pit Fiend after 777 years as Gelugon without a single misstep. Oh and the Pit Fiend evolution requires frosty Gelugons to spend 1001 days burning inside the Pit of Flame that gives them their name.



** Baator, home of the baatezu (better known as "devils") is literally Hell, though all of the Lower Planes have elements of the trope: Carceri is Tartarus from greek mythos, Gehenna is hebrew hell, Acheron and The Grey Waste (of Hades) are both based on greek underworld (Acheron not so much) and Pandemonium is Asgardian hell.

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** Baator, home of the baatezu (better known as "devils") is literally Hell, though all of the Lower Planes have elements of the trope: Carceri is Tartarus from greek mythos, Gehenna is hebrew hell, Acheron and The Grey Waste (of Hades) are both based on greek underworld (Acheron not so much) much, it's just soldier/war hell) and Pandemonium is Asgardian hell.



** The Lady of Pain herself was long suspected of being one, thanks to her power to keep gods out of Sigil. A possible explanation is given near the end of ''Die Vecna, Die!''. [[spoiler: She is rumored to be an Ancient Brethren, a group of entities that existed before the gods and are more powerful than them. A few other characters are implied to belong to this group as well, including the Serpent (who is either the ImaginaryFriend or ManBehindTheMan of Vecna; it's deliberately left vague)]].

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** The Lady of Pain herself was long suspected of being one, thanks to her power to keep gods out of Sigil. A possible explanation is given near the end of ''Die Vecna, Die!''. [[spoiler: She is rumored to be an Ancient Brethren, a group of entities that existed before the gods and are more powerful than them. The Lady could represent balance itself. A few other characters are implied to belong to this group as well, including the Serpent Serpent, the embodiment of magic itself (who is either the ImaginaryFriend or ManBehindTheMan of Vecna; it's deliberately left vague)]].
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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.

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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected (new playable race chosen by the DM). Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus +2 to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.



* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities). An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuory where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities).deities) as well as free-willed undead. An ancient pact with Death itself, the [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful yet gentle Lich. It is rumored they were in fact the very fist faction ever, as old as death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuory where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.
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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turn stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turn ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.



* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchic beliefs members cannot own businesses, form organized groups or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause". They do not have a base but they are EVERYWHERE. They are in your walls right now.

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* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchic beliefs members cannot own businesses, form long-term organized groups (like a militia) or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause". They do not have a base but independent cells make use of secretive safe houses and they are EVERYWHERE. They are in your walls right now.



* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums.


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* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums.

slums, though the most popular gathering spot is Quake's Place, a ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are also OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead god floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.

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* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (non-deity druids are also OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead god gods floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected.resurrected (new playable race chosen by the DM). Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time "clueless" mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventions and machinery are created.



* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to healing and will involuntarily roll a saving throw against any healing used on them by others to see if it fails. Sinkers run the Great Armory of Sigil where all kinds of weapons are created, from lowly spears to Blood War planar battleships.

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* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to magical healing and will involuntarily roll a saving throw against any magical healing used on them by others to see if it fails.or items like potions. Sinkers run the Great Armory of Sigil where all kinds of weapons are created, from lowly spears to Blood War planar battleships.



* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of scientists and mathematicians. Guvners can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices (like scrolls and wands) once per day regardless of their class. On the other hand Guvners can never break a law knowingly, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.

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* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of explorers, scientists and mathematicians. Guvners A Guvners' highly attuned sense of patterns means they can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices (like scrolls and wands) once per day regardless of their class. On the other hand Guvners can never break a law knowingly, no matter how unfair and nonsensical it is, unless they can find a legal loophole. Guvners run the City Courts and justice system of Sigil.



* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turn stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.



* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are.

to:

* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects when encountered but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion. As one could expect they spend all day at the Hall of Speakers lecturing others about how great and clever they are.



* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now I attack", "then I flee" "I stop and cast X spell at Y enemy"). After all, hesitation stops the flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.

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* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now action. Players cannot say "Wait, I attack", "then change my mind. I flee" "I stop and cast X spell at Y enemy"). wanna do this other thing") After all, hesitation stops the flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.

Changed: 1950

Removed: 1064

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because T
çhe Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice is sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

to:

* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because T
çhe
The Harmonium knows what's best for you. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice is and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

Added: 1064

Changed: 1704

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* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals. (though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

to:

* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals.rivals because T
çhe Harmonium knows what's best for you.
(though the Mercykillers can always help). All members must be Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice is sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.
Is there an issue? Send a MessageReason:
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* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from the other members. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and merchants.

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* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other members. Indeps can do for you. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants.
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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventiones and machinery are created.

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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventiones inventions and machinery are created.
Is there an issue? Send a MessageReason:
None


* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings feeding off [[GodsNeedPrayerBadly belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (druids are OK though). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead god floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new machinery is created.

to:

* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings feeding off [[GodsNeedPrayerBadly feeding off belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal benevolent clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like Augury, Bestow Curse, Holy Word or Quest/Geas. Athar refuse to get help or healing from specific-deity clerics as they are charlatans to them (druids (non-deity druids are OK though).also OK). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead god floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new inventiones and machinery is are created.



* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities). An ancient pact with Death itself, the "Dead Truce" [[GameBreaker makes all undead ignore you unless attacked]] but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run the Mortuory where they take care of funeral services, burning or preserving corpses and the death census...of the entire multiverse.
* The '''Fated''' or '''Takers''', ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as "heartless" (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them, like a fighter learning exclusive wizard or rogue skills. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.

to:

* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities). An ancient pact with Death itself, the "Dead Truce" [[GameBreaker "Dead Truce"]] makes all undead ignore you unless attacked]] attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run the Sigil's Mortuory where they take care of funeral services, burning or preserving corpses and record the death census...census of the entire multiverse.
* The '''Fated''' or '''Takers''', also '''The Heartless''' ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as "heartless" selfish (helping charity is forbidden to members) Fated will avoid taking anything not earned. They will refuse help, help out of pity, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them, like them. For example a fighter learning exclusive wizard or rogue skills.skills as Use Magic Device or Disable Traps. No Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.



* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction. Most Indeps gather to debate at Sigil's Great Bazaar.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent rivals. (though the Mercykillers can always help). All members must be lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to rejoin can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison.

to:

* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction. faction aside from the other members. Most Indeps gather to debate at Sigil's Great Bazaar.
Bazaar since most members are adventurers and merchants.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals. (though the Mercykillers can always help). All members must be lawful Lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters.
headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison.Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.



* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats at the Hive, Sigil's incredibly diverse slums.


Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out evil. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]


to:

* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums.


Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]




** [[spoiler: The Lady has proven she can do as she wills outside of Sigil too. She killed the god of portals Aoskar in his home domain in the Astral Plane while at the same time demolishing his temples and killing or mazing nearly all of his followers. All in a matter of seconds in the middle of the night, with a mere thought. Aoskar's corpse was found in his domain [[NightmareFuel impaled and eviscerated from the inside out]] by a gazillion scythe blades that looked like The Lady's headdress. It is implied, however, that she could do this ''because'' his Portals domain intruded on the City; therefore, she had some kind of authority to deal with him as she wished once he got a bit too grabby with Sigil.]]

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** [[spoiler: The Lady has proven she can do as she wills outside of Sigil too. She killed the god of portals Aoskar in his home domain in the Astral Plane while at the same time demolishing his temples and killing or mazing nearly all of his followers.followers across the multiverse. All in a matter of seconds in the middle of the night, with a mere thought. Aoskar's corpse was found in his domain [[NightmareFuel impaled and eviscerated from the inside out]] by a gazillion scythe blades that looked like The Lady's headdress. It is implied, however, that she could do this ''because'' his Portals domain intruded on the City; therefore, she had some kind of authority to deal with him as she wished once he got a bit too grabby with Sigil.]]

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* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now I attack", "then I flee" "I stop and cast X spell at Y enemy"). After all, hesitation stops the flow.
Ciphers gather to train and reflect at Sigil's Great Gymnasium.

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* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be Neutral in some manner. Ciphers get Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now I attack", "then I flee" "I stop and cast X spell at Y enemy"). After all, hesitation stops the flow.
flow. Ciphers gather to train and reflect at Sigil's Great Gymnasium.
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* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new engines and machinery is created.

to:

* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods. Godsmen run the Great Foundry of Sigil where all kinds of new engines and machinery is created.



* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's prison.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchic beliefs members cannot own businesses, form organized groups or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause". They do not have a base but they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion. As one could expect they spent all day at the Hall of Speakers lecturing others.

to:

* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's prison.
Prison.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper long-term goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchic beliefs members cannot own businesses, form organized groups or be of Lawful alignment and members have to give 90% of their gold as donations for "the cause". They do not have a base but they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion. As one could expect they spent spend all day at the Hall of Speakers lecturing others.others about how great and clever they are.
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* The '''Athar''' or '''Defiers''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings feeding off [[GodsNeedPrayerBadly belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like augury, bestow curse, holy word or quest/geas. Athar refuse to get help or healing from cleric-specific deities as they are charlatans to them (druids are OK though).
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods.
* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to morale effects, insanity and mood altering spells (like Confusion/Chaos, Irressitible dance or Hideous Laughter) and can save against ESP effects like Detect Thoughts but have to roll a d20 each day, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning there is no order.
* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to healing and will involuntarily roll a saving throw against any healing used on them by others to see if it fails.
* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities). An ancient pact with Death itself, the "Dead Truce" [[GameBreaker makes the undead ignore you unless attacked]] but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help them). Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites.
* The '''Fated''' or '''Takers''', ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their precepts. Despite their fame as "heartless" (helping charity is forbidden to members) Fated will avoid taking anything not earned, refusing help, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them, like a fighter learning exclusive wizard or rogue skills. No lawful good character can be a Taker as they are too squeamish for what has to be done to triumph.
* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. An lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of scientists and mathematicians. Guvners can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices once per day regardless of their class. On the other hand Guvners can never break a law knowingly, no matter how unfair and nonsensical it is, unless they can find a legal loophole.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of help or protection from their faction.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else. (though the Mercykillers can always help). All members must be lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to rejoin can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchich beliefs members cannot own businesses, form organized groups or be of lawful alignment and members have to give 90% of their gold as donations for "the cause".
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic saving throw against all illusion effects but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates get darkvision and a small bonus to resist poisons and against surprise checks. Sensates cannot say no to a new experience they are offered (i.e. a new wine, story or perfume) unless risk of obvious harm is involved.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be neutral in some manner. Ciphers get improved iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now I attack", "then I flee" "I stop and cast X spell at Y enemy"). After all, hesitation stops the flow.
* The '''Xaositects''' or '''Chaosmen''', rambling lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists and poets. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid getting understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of chaotic alignment.


to:

* The '''Athar''' or '''Defiers''', sometimes called '''The Lost''', cynical atheists and agnostics who believe the gods are frauds. To them they are just incredibly powerful beings feeding off [[GodsNeedPrayerBadly belief]] and not "TRUE" gods. Athar clerics believe in a higher, almighty, incomprehensible power as "God"( And since they get spells from their prayers to the "great unknown" they seem to have a point). Some Athar like the very founder are loyal clerics and paladins forlorn by their deities in their moment of need. Athar members are immune to certain spells which divinate, compel or charm with divine power or impose a curse debuff or fate like augury, bestow curse, holy word Augury, Bestow Curse, Holy Word or quest/geas. Quest/Geas. Athar refuse to get help or healing from cleric-specific deities specific-deity clerics as they are charlatans to them (druids are OK though).
though). Athar do not run any public service but they gather to debate on the ruins of Aoskar's Shattered Temple, the Portal god felled by the Lady of Pain, seen as a constant proof of their beliefs. There is even a portal to the Astral plane to show tours of visitors the dead god floating away in the silvery void.
* The '''Believers of the Source''' or '''Godsmen''', who believe that life is a test and that any person can ascend to divinity by honest work, accomplishments and feats in a cicle of reincarnations. Their members are renowed inventors, artisans, blacksmiths and engineers. If you wanna get your recently deceased character back to life prepare for a reincarnation only spell as you cannot be revived or resurrected. Your handsome elf bard is now a 9 feet tall female troll bard, keep on grinding for godhood. Godsmen benefits are just being quite liked by most other groups for their hopeful take on everyone, which results in a small bonus to persuasion, diplomacy and charisma checks made interacting with Planar beings only (Primes, who are most of the time mortals mortals, would think you are talking hopeful nonsense). Godsman clerics of specific deities will suffer a -1 to saving throws due to lack of utmost faith in their gods.
gods. Godsmen run the Great Foundry of Sigil where all kinds of new engines and machinery is created.
* The '''Bleak Cabal''' or '''Madmen''', who believe that there is no meaning in anything, but you can find the true meaning in yourself. This simultaneously tends to make them both the craziest-seeming people in Sigil after the Chaosmen while ''also'' being the sanest and often kindest. Their members can represent both crushing nihilism or hopeful anti-nihilism. As such they are immune to morale effects, insanity and mood altering spells (like Confusion/Chaos, Irressitible dance Dance or Hideous Laughter) and can save against ESP effects like Detect Thoughts but have to roll a d20 each day, rolling a 1 meaning they are too depressed to take action unless a valid point is philosophically justified by party members, friends or family. Lawful characters cannot be members because life exists without meaning--for without meaning meaning, there is no order.
order. The Bleakers run The Gatehouse, Sigil's mental asylum as well as the orphanages and soup kitchens.
* The '''Doomguard''' or '''Sinkers''', eschatologists who believe that entropy must destroy everything so something better can rise from the ashes. Warriors, blacksmiths, arms dealers and weapon engineers that make sure every war has fuel so the final end can come sooner. They are not above funding and providing to the Blood War, the war to end all wars. Their members get proficiency and weapon focus (+1 on attack rolls) with swords, regardless of class. Healers and creator spellcasters are banned from membership unless they renounce to healing and creation magic. Sinkers are naturally resistant to healing and will involuntarily roll a saving throw against any healing used on them by others to see if it fails.
fails. Sinkers run the Great Armory of Sigil where all kinds of weapons are created, from lowly spears to Blood War planar battleships.
* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal. Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities). An ancient pact with Death itself, the "Dead Truce" [[GameBreaker makes the all undead ignore you unless attacked]] but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help them). help). Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites.
hypocrites. Dustmen run the Mortuory where they take care of funeral services, burning or preserving corpses and the death census...of the entire multiverse.
* The '''Fated''' or '''Takers''', ruthless egotists and objectivists who believe that right to ownership derives from the strength to take and hold it. To them life is a savage Meritocracy as social darwinism is one of their core precepts. Despite their fame as "heartless" (helping charity is forbidden to members) Fated will avoid taking anything not earned, refusing earned. They will refuse help, payment in advance, gifts and wholeheartedly respect anyone who manages to steal or take something from them...until they get it back and smite down the offender, that is. Their ranks include merchants, tax collectors, entrepeneurs, nobles who earned the title and wealthy retired adventures. Since they are self-made all Fated have double the skill points at level 1 and can level up all non class skills as if they were proficient in all of them, like a fighter learning exclusive wizard or rogue skills. No lawful good Lawful Good character can be a Taker as they are too squeamish for what has to be done to triumph.
triumph. Takers are the tax collectors of Sigil's council-based government and their headquarters are the Hall of Records.
* The '''Fraternity of Order''' or '''Guvners''', who believe that power comes from the knowledge, application and exploitation of natural and societal laws. An lawful-only A Lawful-only "National Geographic Society" of bureaucrats that includes spellcasters, lawyers/judges and all kinds of scientists and mathematicians. Guvners can understand any language with a comprehend languages spell-like ability and from 7th level onwards any member can use magic devices (like scrolls and wands) once per day regardless of their class. On the other hand Guvners can never break a law knowingly, no matter how unfair and nonsensical it is, unless they can find a legal loophole.
loophole. Guvners run the City Courts and justice system of Sigil.
* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a neutral Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to charm and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction.
faction. Most Indeps gather to debate at Sigil's Great Bazaar.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else.else, completely phasing out independent rivals. (though the Mercykillers can always help). All members must be lawful and can cast Charm Person 3 times a day. If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to rejoin can result in a death warrant. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired.
retired. Sigil's Barracks are the Harmonium's headquarters.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers jailers, paladins and executioners who believe mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. Once a day each member can detect lies as per the spell for one question. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be lawful-only Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence.
sentence. The Mercykiller's base of operations is appropiately Sigil's prison.
* The '''Revolutionary League''' or '''Anarchists''', zealots who believe all societal laws must be overthrown--but to what end, none can agree. Despite their absolute lack of proper goals or organization they have independent cells infiltrated in every faction to undermine them (even those that pose no threat or sympathize with Anarchs, like the Indeps or Xaositects). As such all member can pose as another faction member avoiding divination spells (but not copying the faction powers and benefits). Due to their anarchich anarchic beliefs members cannot own businesses, form organized groups or be of lawful Lawful alignment and members have to give 90% of their gold as donations for "the cause".
cause". They do not have a base but they are EVERYWHERE. They are in your walls right now.
* The '''Sign of One''' or '''Signers''', who believe each individual is a god who creates his own universe around them. Egotistical solipsists whose ideology could theoretically make them ludicrously powerful reality warpers given Planescape's rules of ClapYourHandsIfYouBelieve. Supremely arrogant jerks nonetheless. Their immense ego gives them an automatic extra saving throw against all illusion effects but imposes a -2 to charisma checks made to interact with others like diplomacy or persuasion.
persuasion. As one could expect they spent all day at the Hall of Speakers lecturing others.
* The '''Society of Sensation''' or '''Sensates''', inveterate hedonists who seek enlightenment through new experiences be it physical or emotional. Everything good or bad, from flavours and textures to happy memories or an awful sensation is to be experienced in order to truly appreciate life. They value experiences so much they record them in sensory stones so others can experience those memories and feelings. Sensates have slightly more keen senses and substance tolerance so they get darkvision and a small bonus to resist poisons and against surprise checks. Sensates cannot say no to a new experience they are offered or presented with (i.e. a new wine, story or perfume) perfume, tasting a strange fruit, feeling stonework or contemplating a view) unless risk of obvious harm is involved.
involved. Sensates are always attending curious guests at the Civic Fest Hall where they have sensory stones available to everyone.
* The '''Transcendent Order''' or '''Ciphers''', who believe that enlightenment comes from action from pure instinct, not thought. Nicknamed Ciphers as most of the Faction's tradition is only taught by members and is not freely accessible. Inspired by Zen Buddhism Ciphers believe there is a rythm to existence they call "The Cadence of the Planes" and as such they attune themselves to this beat. Their ranks are composed of martial artists, monks, gymnasts, acrobats, athletes, dancers and performers. All members must be neutral Neutral in some manner. Ciphers get improved iniatiative Improved Iniatiative rolls but as they live on impulse they cannot change their decision once they state an action (i.e. "now I attack", "then I flee" "I stop and cast X spell at Y enemy"). After all, hesitation stops the flow.
Ciphers gather to train and reflect at Sigil's Great Gymnasium.
* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists artists, poets and poets.musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Members can use the Babble spell once per week on others (to troll, mainly spellcasters) or themselves (to avoid getting being understood, and also troll). Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of chaotic alignment.

Chaotic alignment. Chaosmen tend to gather in squats at the Hive, Sigil's incredibly diverse slums.




''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced cynicism and attitude over the muscular heroes and glorious violence of other settings.

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''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced cynicism and attitude over the muscular heroes and glorious violence of other settings.
settings. As per the creator of the setting, Planescape, Sigil and its factions feel like the Cafeteria of a Philosophy or Politics College where everyone is debating and expressing how they see things and the chemistry of the clash of ideas and philosophies but no one really knows what they are talking about because there is still SO much to learn.
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* SpecificallyNumberedGroup: The Hierarchs of the Modrons, a race of constructs that embody [[LawfulNeutral universal order]][[invoked]], have nine ranks, each with a population equal to the square of the rank -- from 100 Decatons to four Secundi, ruled by [[DeusEstMachina Primus]]. They follow the chain of command without fail; if one dies, one member of every inferior rank is promoted up.
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* OffscreenMomentOfAwesome: It's not shown in any adventure, but it's mentioned in updated material, that the new Primus, in a rather unprecedented move, actually left Mechanus (something that was questionable if it was possible before as he spent all his time submerged waist down in the energy pool that all modrons spawn from), went down to the lower planes himself, and personally destroyed the Orcus tainted Secundus that's actions divided the species, (forcing the Secundus to respawn from the energy pool as a lowly Monodrone free of Orcus' taint), and reunited his kind.

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* OffscreenMomentOfAwesome: It's not shown in any adventure, but it's mentioned in updated material, that the new Primus, in a rather unprecedented move, actually left Mechanus (something that was questionable if it was possible before as he spent all his time submerged waist down in the energy pool that all modrons spawn from), went down to the lower planes himself, and personally destroyed the Orcus tainted Secundus that's whose actions divided the species, (forcing the Secundus to respawn from the energy pool as a lowly Monodrone free of Orcus' taint), and reunited his kind.
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On August 2022, Creator/WizardsOfTheCoast announced that a [[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]] adaptation of the Planescape setting is in the works, and is set to release around Fall 2023.

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