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The Athar (Defiers) Race and class don't make a whole person on the planes. A body's got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how's he ever going to make sense of the whole thing and find his own "center of the multiverse"? How's he going to know his friends from his enemies in places where what he stands for can mean everything? A majesty of the whole thing On the streets of Sigil, and beyond, philosophies are more with leaders, goals, powers, and attitudes Every faction has its own way of seeing the multiverse and hasown powers to match Some of them get along, others don't, and some could care less about the rest of the multiverse Factions are a bit like character kits (see the various PHBRs), but unlike those, factions don't care what race or class a character is, The only thing that matters is alignment, and even then it sometimes doesn't matter. Factions provide a basher with a way to understand the planes. It's not the same as alignment, but it can be close. Also unlike kits, factions are actually organizations, with benefits and restrictions. Every faction has a leader, known as the factol, whose position is purely dependent upon dedication to the philosophy, not upon level or class. Some factions are more organized than others, and at least one - the Indeps isn't really a faction at all. Every planar player character must start with a faction, and once a faction is chosen, the cutter is pretty much stuck with it, so he or she should choose carefully. Those who change from one faction to another inspire about the same confidence as Benedict Arnold - they're hated by old companions and mistrusted by new ones. Prime characters don't automatically start with a faction. If the DM is running a mixed campaign with Sigil as its base, he or she can let prime player characters begin with membership in a faction. In that case it's assumed the character has been on the planes (as an apprentice or whatever) long enough to sort out the philosophies. If prime characters are adventuring here from a prime-material campaign, they won't belong to one of the factions and will automatically be considered Outsiders. Those folks might have character kits if their DM allows it. Each faction described in the following pages is organized as follows: Official Faction Title. Alternate and slang names, not all complimentary, are given in parentheses. Faction Philosophy. This gives a quick summary of what the faction believes. Primary Plane of Influence. This is the plane where the faction has the most power. Generally, this location is the plane with the alignment most similar to the faction's philosophy. Each faction's headquarters in Sigil is also noted here. Allies and Enemies. The factions don't exist independently of each other. Some find their philosophies mutually favorable, while others hold beliefs at odds with one another. While factions rarely fight each other directly, rivals may not always be cooperative. Eligibility. Listed here are the game requirements that must be met for a character to join the faction. These are most often a restriction on the character's alignment. Gaming Benefits. These are the special abilities, rewards, and resources available to members of that faction. Some are applicable immediately, and others come into play as the character rises in level. Gaming Restrictions. All factions have limitations which the player
character must accept as part of the kit.
(DEFIERS, AGNOSTICISTS, THE LOST) Hey, you berk! If the gods really
were alive and cared, do you think you'd be here? - Factol Terrance of the Athar ![]() Primary Plane of Influence. The Astral, where the Athar point to the bodies of the dying powers as proof of their beliefs. The Athar headquarters in Sigil is the Shattered Temple, a place once dedicated to the now dead and forgotten god Aoskar. Allies and Enemies. The philosophy of the Athar is similar to the Believers of the Source. They are frequently allies, but not always. Eligibility. The Athar are one of the few factions with class restrictions. Priests of specific deities are never members of this faction, since it's impossible to maintain faith in a "charlatan" deity. General clerics (believers in the greater power) can be members, though. Members can be of any race or alignment. Benefits. Followers of the Athar faction are immune to these spells: abjure, augury, bestow curse, curse, divination, enthrall, exaction, holy word, and quest. Restrictions. Because Athars deny the validity of the powers, priests of
specific deities can't provide known Athars with aid in the form of spells
and magical devices, particularly those of healing. Only the most dire
circumstances can compel a priest to violate this restriction. 'Course, no
self-respecting Athar would let any toadie of a power touch him, anyway...
(GODSMEN) We are all one -gods, mortals,
even fiends come from the same source. Who knows? Maybe next time you'll be a larva. - Factol Ambar of the Godsmen ![]() Primary plane of Influence. The Ethereal. The demiplanes of the Ethereal, formed by powerful wizards and the like, are evidence to the Godsmen that their philosophy is correct. In Sigil, the Godsmen maintain their headquarters at the Great Foundry, the symbolic forge of the planes. Allies and Enemies. Since a central belief of both the Godsman and Athar philosophies is that there's some greater thing that the powers, those two factions often find themselves allied. Likewise, the belief in the ultimate end of the multiverse sits well with the Doomguard, although any alliance between the two groups is always temporary. Both the Bleak Cabal and the Dustmen take exception with Godsman philosophy, and they're considered foes of the Godsmen's cause. Eligibility. The Godsmen are open to all races, classes, and alignments. However, priests of specific deities suffer a -1 penalty on all saving throws, for lack of utmost faith in their high-up man. Benefits. Because they believe that all things have potential, Godsmen are generally well received throughout the planes. They gain a +2 (or +10%) bonus to all encounter reactions with planar beings. Restrictions. In addition to the restrictions on priests described
above, Godsmen can't be raised or resurrected by any means. However, they
can automatically be reincarnated as a player character race (of the DM's
choice).
(BLEAKERS, THE CABAL, MADMEN) Hear the barmies howling in the mazes?
If you're here to learn the secrets of the multiverse, you might as well save yourself some time and go join'em, 'cause that's all it means -that and nothing else. - Factol Lhar of the Bleak Cabal ![]() Primary Plane of Influence. Pandemonium. This plane, the Howling Land, owes its existence to no one and no thing. Its passages rage with the screaming winds of madness, an apt home for the Bleak Cabal. In Sigil, the Cabal maintains its headquarters at the Gatehouse, the asylum before the Hive. Allies and Enemies. The Bleak Cabal isn't a group most others view neutrally. The Doomguard, Dustmen, Revolutionary League, and Xaositects all view the Bleak Cabal sympathetically. The Fraternity of Order, the Harmonium, and the Mercykillers all have great difficulties with the Cabal's nihilistic point of view, and so must be ranked among their enemies. Eligibility. The Bleak Cabal is open to characters of any race, class, or alignment save lawful. By their nature, lawful characters can't accept the Cabal's basic premise - that life exists without meaning - for without meaning there's no order. Benefits. Considered mad by most, devotees of the Bleak Cabal are immune to spells causing madness or insanity, including chaos, confusion, delude, feeblemind, Otto's irresistible dance, and Tasha's uncontrollable hideous laughter. Furthermore, Bleakers are allowed a saving throw vs. spell against ESP spells directed at them. Restrictions. Bleakers are subject to fits of deep melancholia as they
reflect on the pointlessness of life. At the start of each game day, the
player rolls 1d20. On a roll of 20, the character is overcome by the
futility of his or her own beliefs. The basher won't do anything unless
philosophically convinced by another that it's worthwhile. Note that a
monster eating another party member is not sufficient justification. (To
the Bleaker, the poor sod's life or death is pointless anyway.)
Everything decays.
We're just here to help it along. - Factol Pentar of the Doomguard ![]() Primary plane of Influence. The Doomguard maintains one great citadel on each negative quasiplane: Ash, Vacuum, Salt, and Dust. The Negative Energy Plane represents the Doomguard's idea of the ultimate fate of the multiverse, so the Doomguard's citadels are built as close to the plane as practicality allows. In Sigil, their headquarters is the city's main armory. Allies and Enemies. Both the Bleak Cabal and the Dustmen find the entropic visions of the Doomguard well suited to their own philosophies, although the Cabal sneers at the idea that entropy is the "goal" of the multiverse. The Godsmen agree with the idea that the multiverse is fated to end, but they can't accept the idea that destruction is the purpose in itself. The Fraternity of Order and the Harmonium reject the Doomguard's philosophy wholesale. Eligibility. The Doomguard is open to all races and alignments. Priests with access to the spheres of healing and creation can never belong to the Doomguard. Benefits. The Doomguard is very military in organization and outlook. All members are trained to fight with a sword, gaining a +1 to attack rolls when wielding one. Those bashers normally denied the use of swords can use one without penalty, but they must abide by all other restrictions of their class. Restrictions. The Doomguard are naturally resistant to healing and
cures. For any such spell or magical device to have effect, a Doomguard
cutter must first fail a saving throw vs. spell. If the save is
successful, the magic is negated.
(THE DEAD) ![]() Primary plane of Influence. The Negative Energy Plane. Through great effort, the Dustmen maintain a citadel in the inhospitable darkness of that plane. In Sigil, their headquarters is the Mortuary, the place where the bodies of all who die in the city are sent. Allies and Enemies. The Dustmen's views tend to provoke strong reactions. The Bleak Cabal favor their grim viewpoint, as do the Doomguard. The Fated find certain common ground in the deterministic views of most Dustmen, too. On the other side, the Dead's fatalistic rejection of life runs counter to the teachings of the Sign of One. Of all the factions, the Society of Sensation is the most opposed to Dustman teachings. Furthermore, most primes have a great deal of difficulty dealing with Dustmen, for a Dustman's views on life and death are too extreme. Eligibility. All races, classes, and alignments are welcome to become members of the Dustmen. Priests of death gods are particularly common in this faction. Benefits. The Dustmen have one of the most unique abilities of all the factions, embodied in the Bead Truce. This truce is a pact, reached in times more ancient than memory, between the Dustmen and the beings of the undead realm. The effect of the truce is that the undead'll ignore a Dustman, so long as the Dustman does nothing to harm the undead creature. If the Dustman breaks the pact, the undead and its companions will treat the sod as they would any other living being. This pact applies only to Dustmen. If one of this faction is with other bashers, the undead will react to the rest of the group normally (attacking, for example) while ignoring the Dustman. Should the Dustman aid his companions, those undead are released from the pact. Because of this possibility, it's more common to find Dustmen working side by side with zombies and such. Restrictions. A Dustman's chance of resurrection survival is half that
of other characters. The concept of raising and resurrection is counter to
the philosophy of the faction, and so it's not something willingly
accepted by most Dustmen.
(TAKERS, THE HEARTLESS) Having is existing.
- from 'Sayings of the Fated' ![]() Primary plane of Influence. The Fated's philosophy fits well with the rough-and-tumble attitudes of the powers found on Ysgard, so it's hardly a surprise that the faction is strong there. Their headquarters in Sigil is the Hall of Records, where the ownership of all things important is recorded. Allies and Enemies. Of all the philosophies, the Fated's is closest to the "leave-me-alone" attitude of the Free League, and the two often work cooperatively. The Mercykillers share some sentiments with the Fated, too particularly attitudes about compassion and mercy - yet they don't accept the "might-makes-right" attitude of the Takers, so the two groups are only cool allies. The Harmonium views the Fated as wrong-headed and dangerous, and the two must be considered enemy factions. Eligibility. Membership in the Fated is open to any race or class. However, lawful-good characters can't join the Fated. Benefits. The Fated are great believers in self-sufficiency. They start with twice the number of proficiency slots, and all proficiency categories are available to any character class at no additional cost. Thus, a warrior could learn a proficiency from the wizard category without spending any extra slots. Restrictions. Adherents to this philosophy can't accept or perform
charity in any capacity. Everything they receive must be earned in one
fashion or another, and the service must be provided before the payment is
given.
(GUVNERS) The planes are governed by laws. Laws can be learned.
Learn the laws and you rule the multiverse. That is our goal. - Factol Hashkar of the Guvners ![]() Primary Plane of Influence. The cog-wheeled plane of Mechanus, where everything aspires to perfect order, is the stronghold of the Guvners. In Sigil, their headquarters is the City Courts. Allies and Enemies. With their knowledge of laws, Guvners are considered useful by many. They're strong allies of the Mercykillers, who uphold laws, and they're close to the Harmonium. At the other extreme, the Xaositects and the Revolutionary League are both opposed to the Guvners. The Doomguard, while not an enemy, remains suspicious that the Guvners are trying to prolong the life of the multiverse. Eligibility. The Fraternity of Order is open to all classes and races, but because of its highly structured view of life, all members must be lawful in alignment. Benefits. With their incessant search for order in all things, the Guvners have a highly attuned sense of patterns. They can automatically comprehend languages once per day. Upon reaching 7th level in their chosen class, Guvners gain enough knowledge of the multiverse to use item once per day, regardless of class. Unlike the spell, the effect has a maximum duration of 24 hours. Restrictions. Guvners believe in laws, though the rightness or wrongness
of them often makes little difference. A Guvner won't knowingly break a
law, unless he or she can find a legalistic loophole to avoid the penalty.
(INDEPS) Sod off! I don't need
your mumbo-jumbo. - Karris, an Indep ![]() Primary plane of Influence. The Indeps have a lot of power on the Outlands, the heart of the Great Ring. It's no surprise that in Sigil their headquarters is found in the Grand Bazaar, where everyone looks after himself. Allies and Enemies. Because Indeps have kept themselves free of a single philosophy, most other factions view the Free League with a cynical neutrality. Indeps are just about anything in others' eyes: useful mercenaries, potential recruits, or dangerous spies. Rival factions'll use the Indeps in their various plans, but few would ever trust them. Only the Harmonium, with its rigid beliefs, takes a strong stand against the Indeps. Eligibility. Anyone who wants to can call himself an Indep. Race, class, and alignment make no difference to this group. Benefits. Being bodies of their own minds, Indeps are a stubborn lot, hard to persuade. This gives them a natural resistance to all charms, whether by spell, creature, or magical item. Indeps save vs. charm with a +2 bonus on their roll. Against charms that wouldn't normally allow a saving throw, Indeps make a normal saving throw (without the bonus). Restrictions. Being independent, the Free League has no factol and
therefore is not represented in any city business. Indeps have no judge in
the courts, nor any seat on the council. Not surprisingly, in Sigil Indeps
have few protected rights.
(THE HARDHEADS) Do it our way or no way.
Understand that, berk? - Factol Darius of the signers ![]() Primary Plane of Influence. The Harmonium is strongest on the plane of Arcadia, where the ideal of harmonious good is seen in all things. Within the city of Sigil, the Harmonium claims the City Barracks as its headquarters. Allies and Enemies. Because of their fierce devotion to order (albeit their order), the Harmonium often works closely with the Guvners and the Mercykillers. Indeed, within Sigil the trio forms the wheels of justice: The Harmonium makes the arrest, the Guvners conduct the trial, and the Mercykillers carry out the sentence. With their unbending attitudes, the Harmonium also has many enemies. Indeps, the Revolutionary League, and Xaositects all have little patience with the rigid views of the Harmonium. Eligibility. All races and classes are welcome to join the Harmonium, but the applicant must be of lawful alignment. Benefits. Members of the Harmonium gain benefits from their firm beliefs and fierce dedication to them. All members of the Harmonium are able to use charm person once per day, regardless of class or level. Restrictions. Their rigid beliefs also expose several weaknesses in
Harmonium philosophy. Any variance from the orders of a Harmonium superior
requires an atonement on the part of the character before he or she can
rejoin the ranks of the faction. Members who "turn stag" - betray the
faction - are automatically sentenced to death by the factol. Even
refusing to return to the faction's ranks is considered treasonous.
(RED DEATH) It's better for some berks
to be in chains that to be free. You, for instance. - Tall Tally of the Mercykillers ![]() Primary Plane of Influence. The Mercykillers are most powerful on the plane of Acheron. Within Sigil their headquarters is the Prison. Allies and Enemies. The Harmonium, the Guvners, and the Mercykillers form a natural triad of arrest, trial, and punishment. As in Sigil, they are often found together in the other towns of the Outlands, serving as the local justice system. The Doomguard is sympathetic to the goals of the Mercykillers, seeing ultimate entropy in the process of punishment. Not surprisingly, the Mercykillers are at odds with those groups who place the individual over all. Signers, Sensates, and Anarchists in particular seem to have constant runins with the Red Death. It'd be expected that Indeps would defy them, too, but this group has the sense to leave well enough alone. Eligibility. The Mercykillers are a strict group, allowing only those of lawful alignment to join them. Thieves and known criminals are absolutely unwelcome. Benefits. Because of their passion for punishment, every Mercykiller can detect lie to a single question once per day.
Restrictions.Mercykillers consider themselves innocent of crimes when
these are committed in the course of punishing a known criminal. Should a
Mercykiller commit a crime for any other reason, he or she would be
subject to full punishment under the law. Furthermore, although a
Mercykiller can accept the surrender of an individual (so that person can
be properly punished), he can never release a lawbreaker until the proper
sentence has been carried out.
(ANARCHISTS) ![]() Primary Plane of Influence. The Revolutionary League is best typified by the grim exiles of Carceri, forever scheming to overthrow their enemies. In Sigil, the faction rejects the idea of a fixed headquarters. Instead, it moves from place to place in the city, to prevent its discovery by the unwanted. The Anarchists have no factol. Allies and Enemies. Although their stated goal is the overthrow of all, the Anarchists do have allies. The Doomguard and the Xaositects both find much merit in Anarchist activities, even if they don't agree with the philosophy. At the other extreme, the Harmonium and the Guvners consider the Revolutionary League an abomination. Eligibility. Anarchists care nothing for race or class and even profess no interest in alignment. However, their doctrine of overthrow prevents lawful types from joining their faction. Benefits. The Anarchists' power is limited but cunning. They can automatically pose as a member of any other faction without being detected. They don't gain special abilities that are spell or training related (such as a Xaositect's babble or a Cipher's initiative bonus), but they can benefit from abilities related to position or title, including access to the faction's headquarters. Restrictions. Anarchists can never hold any public office or noble
title, own a business, or take part in anything that would tie them into
the power structure of the planes. Fully 90% of all treasure gained by
those bashers must be distributed either to the cause or to the oppressed.
In no case can it be given to another player character or
player-controlled nonplayer character.
(SIGNERS) Where is the center
of the multiverse? I'm the center of the multiverse - Factol Darius of the Signers ![]() Primary plane of Influence. The Signers are strongest on the plane of the Beastlands. Within Sigil, their headquarters is the Hall of Speakers. Allies and Enemies. The Signers and Sensates share some common points in their philosophies, making the two natural allies. Signers also gain frequent recruits from the Outsiders, who often are comforted by being placed at the center of importance. The Harmonium finds the Signers more than slightly annoying, and the Bleak Cabal's the most opposed to them of all. Eligibility. The Sign of One is open to all classes, races, and alignments. However, lawful good and lawful neutral characters may find adhering to the One's beliefs difficult at best. Benefits. Because they believe all the world is created from within, Signers are hard to fool with illusions of any type. A Signer automatically gains a saving throw vs. spell when confronted by illusionary magic. Restrictions. Perhaps because of their often immense egos, Signers have
difficulty understanding the motives and feelings of others. Hence, they
suffer a -2 penalty on all encounter reactions and loyalty checks of
nonplayer characters.
(THE SENSATES) Touch it. Smell it.
Taste it. See it. Hit it. - Falcon Erin of Sensates ![]() Faction Philosophy. According to these folks, the multiverse is known by the senses - the only proofs of existence. Without experience, without sensation, a thing isn't. If a sod can't taste the soup, then it ain't soup. The only way to know anything for sure is to use the senses. Look, it ain't that hard to understand. Which is real, a description of a rose or the rose itself? Only a barmy'd choose the description, which ain't real. It's got no smell, no thorns, no color. Picking a rose, that's real, and the way a body knows is by experiencing it. The senses are the only way to know the universe. So some berk'll ask, "What's this got to do with universal Truth, the meaning of the multiverse?" Well, the chant is no one's going to know the big dark until they've experienced everything - all the flavors, colors, scents, and textures of all the worlds. Only when a body's experienced the whole universe does the great dark of it all finally get revealed. It may seem like an impossible task, but there just might be a way to bob the problem cheat the multiverse, as it were. It just might be that the multiverse doesn't exist beyond what a body can sense. The answer to what's over the next hill just might be "nothing." Given that, the multiverse has limits, and a body can try to experience it all. A being's got to savor the intensity, explore the complexity. Don't just guzzle the wine - find all the flavors within it. Before a sod's all done, he'll learn the differences between Arborean and Ysgardian wine, know them by vintage, and even by the hand of the vintner. Only then do the secrets of the multiverse start to make themselves clear. Primary plane of Influence. The Sensates are strongest on Arborea, a plane of great beauty in all things. In Sigil, their headquarters is naturally the resplendent Civic Festhall. Allies and Enemies. The Sensates and the Signers, both egocentric factions, do share points of agreement concerning their philosophies, and they often cooperate in their activities. Sensates are cordial to Guvners and Indeps, intrigued by their descriptions of things far away. However, they're opposed to the philosophies of the Doomguard, which sees worlds only as decaying objects. Eligibility. The Society of Sensation is one of the most liberal of all factions. Anyone, of any race, class, or alignment, can join. Benefits. All Sensates have highly attuned senses. They have infravision to 60 feet, regardless of race, and they gain a +1 bonus to all saves vs. poison and die rolls for surprise. Restrictions. While not to the point of foolhardiness, Sensates are
fascinated by new tastes, smells, and so forth. Whenever possible, they'll
seek out new experiences. In practice, they can't refuse offers that could
lead to these - a new wine, an exotic flower, or whatever. Only when faced
with obvious deadly peril will they shun such temptations.
(CIPHERS) By the time you've though about it,
I'll have killed you. That makes it a do-or-die deal! - Factol Rhys of the Ciphers ![]() Faction Philosophy. These guys say that for a body to become one with the multiverse, he's got to stop thinking and act. Action without thought is the purest form of thought. When a cutter can know what to do without even thinking about it, then he's become one with the multiverse. It goes like this. Every berk's part of the multiverse, and nothing's apart from it. So it figures that every being knows the right action to take at just the right moment. Problem is, some folks start thinking and mess it all up. Thinking adds hesitation and doubt. It overrules instinct and separates a sod from the multiverse. By the time a poor sod's" thought about something, the right action for the right moment is gone. So all a berk's got to do is just quit thinking, right? 'Course it ain't that easy. Any addle-cove can blunder in and act without giving it a thought, but that's not the goal. A body's got to work hard at learning himself - learning his own mind and instincts until the right action comes automatically. It's done by training both the body and mind. Just like the way thieves practice their crosstrade, a Cipher's got to train his mind (the source of action) and body (the actor) to be one thing. There's no difference between the two, no separation between thought and motion. Body and mind act as one - the hand moves before the thought reaches it. So what's all this get a fellow, then? Once mind and body are in harmony, the spirit becomes in tune with the multiverse. A blood understands the purpose of the multiverse and knows just where and how he should be. Primary Plane of Influence. The Order is strongest on Elysium, the plane of harmonious good. Within Sigil, the Order's headquarters is found at the Great Gymnasium. Allies and Enemies. Believing that all truth is found internally, Ciphers don't seek out friends or enemies among the factions. Most other groups give them a lukewarm reception, although the Harmonium is always suspicious that Ciphers harbor thoughts contrary to universal harmony. Eligibility. The Transcendent Order is open to any character of neutral alignment. Benefits. The training of a Cipher stresses quick and unhesitating action. Thus, all Ciphers gain a +1 bonus to their initiative rolls. Restrictions. Because Ciphers act unhesitatingly, they suffer a unique
restriction: In play, as soon as an action is stated for a Cipher player
character, that cutter is committed to the action. The player can't say,
"Oh, wait, I changed my mind!" Bashers who pause to consider or debate
pending actions are failing to adhere to the philosophy.
(CHAOSMEN) Beautiful is!
Chaos too dim multiverse. Is to notice most the of. - Factol Karan of the Chaosmen ![]() Faction Philosophy. As these sods see it, the multiverse wasn't born from Chaos - the multiverse is Chaos. There's no order, no pattern to anything. That's the meaning of the multiverse, the great secret everyone else is just too dull-witted and cowardly to admit! Look around. Is there any pattern to this existence? Any order that gives it all meaning? None, not a one. The only order is one that the addle-coved Guvners and Harmonium try to impose on it. Their order isn't natural to the multiverse. Why, the minute they leave, the multiverse reverts to its natural state of disorganization and chaos. So why fight it, since Chaos is how things are meant to be? It has a beauty and wonder all its own. By gazing upon Chaos, learning to appreciate the randomness of it and understanding its sublime intricacies, the Xaositects (pronounced: kay-Oh-si-tekts) learn the secrets of the multiverse. They want to play within the unshapeable Chaos, and to be a part of its uncontrollable energies. Primary Plane of Influence. Limbo is the heart and soul of the Chaosmen, for here the wild energies of creation rage at their fullest. In Sigil, the Chaosmen make their headquarters at the center of the Hive, a turbulent slum. Allies and Enemies. The Chaosmen, the Doomguard, and to some extent the Bleak Cabal all get along and work together, as much as those committed to Chaos can work together. Not surprisingly, the Harmonium and the Guvners are stridently opposed to the theories of the Chaosmen. Eligibility. The Xaositects are open to all races and classes, but only those of chaotic alignment can join this faction. Benefits. Believers in the ultimate power of Chaos, the Xaositects can use babble (reverse of tongues) once per week, regardless of race or class. Restrictions. The Chaosmen are committed to the power of Chaos. As such,
they can never found businesses, build strongholds, raise armies, or
undertake any other action that requires long-term organization and
discipline. Indeed, they just barely hold their faction together as it is.
(THE CLUELESS) Hey, is this Waterdeep?
- Rking of Faerun Philosophy. Pretty much none - no faction, no philosophy. Outsiders are just that: adventurers who have wandered in from the Prime Material Plane, folks who aren't part of the planes and don't understand all this business of factions, philosophies, and whatnot. They've got no stake in knowing the meaning of the planes. They might be curious, but they're not part of the never-ending debate that rages throughout the planes. Outsiders bring with them a lot of peculiar ideas, at least by planar standards. Most of these have to do with notions that their world is the center of the multiverse, that their kingdom is the greatest wonder of the multiverse, or that their god is the greatest power of them all. Planars often make great fun of Outsiders for their wrong-headed beliefs, but primes have their ways of getting revenge against those who give them grief. Primary Plane of Influence. Outsiders are clearly strongest on the Prime Material Plane, and especially so on their home world within that plane. Outsiders have no headquarters in Sigil. Allies and Enemies. Outsiders have no automatic friends or foes. Most other factions view them with ambivalence. Their freedom from the philosophies of the planes makes them both possible recruits and potential enemies. The strongest reaction to Outsiders is one of general pity for their unenlightened ways. Eligibility. Any sod from a prime-material campaign is automatically considered an Outsider. Benefits. Outsiders gain the benefits for prime characters, described earlier. In addition, within Sigil, Outsiders are frequently hired for mercenary work, since their lack of faction allegiance is seen as a benefit. Restrictions. Outsiders are not subject to the general resource
restrictions of the other faction kits.
Looking for the Xaositect's faction headquarters?
Come with me - you're under arrest. - Minnith, a Harmonium officer In addition to the specific benefits described in each entry, all factions have certain common benefits, the rewards of belonging to a group. Being part of a faction has rewards that go along with the philosophy. Some of these are particular to a basher's outlook on life, like a Dustman's pact with the dead, but nearly all factions have some rewards in common. The most obvious of these benefits are the fellowship and sanctuary of the faction headquarters. This is more than just a meeting hall, although it serves for that, too. Most faction headquarters provide services for the needs of the followers as well. Information. There's a lot of dark about the planes. Where to find portals in Sigil, where those portals lead, and spell keys for the different planes are just of few of the things a cutter needs to know before setting out on an adventure. Some of this a body can pick up from the chant on the streets, or maybe buy from a traveler in a shady tavern, but a berk never knows when some sharper's going to bob him with forged information. It's much better to go to one's faction headquarters for what a body needs to know. Sure they charge - nothing's free - but they don't cheat their own. Employment. Most factols figure it's bad advertising when their members are unemployed too long. Looking shabby and poor doesn't attract that many new followers, and out-of-work partisans can create all sorts of trouble. It's pretty common, then, for the faction headquarters to keep an ear open for potential jobs. Planars know that troubles can often be solved by taking them to the right faction. Got problems with undead? The Dustmen are probably best for the job. Somebody escape the slippery claws of justice? Tell the tale to the Mercykillers. For a cut of the profit or some up-front jink, a fellow can get connected with a potential employer through his or her faction headquarters. Healing. Another common practice of the factions is to keep a few like-minded clerics at their headquarters. Most factions believe in taking care of their own, so the clerics are there to provide healing, lift curses, cure diseases, divine secrets, and perform other nonadventuring tasks within their power. It costs - and it can cost a lot - but at least the service is reliable. Miscellaneous. In addition to these services, there's a host of little things a faction can do. There's advice, companionship, spare beds, and occasional hot meals. A headquarters ain't an inn, though, so don't expect to set up shop there. A night or two is tolerated, but after that a berk had better find some jink and get himself a proper room. There are also some things that won't happen at faction headquarters. They're not in the business of loaning money or gear, especially not to adventurers. Oh, a lot of factions are rich, and some maintain sizable armories, but that's for their own emergencies. They won't attack other factions, either - at least not directly. Most factols aren't too keen on seeing a bloody creed war waged in the streets of Sigil, except maybe the Xaositects and the Doomguard. Factions don't interfere with the government of Sigil, either. In fact, some of them are part of that government, but a body can always find advice on who to garnish and how much to offer. Finally, factions don't send out rescue parties. Get in trouble out on the planes and a berk's on his own - unless, of course, he's got something the faction really wants. |
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A Players Guide to the Planes