TEXT:  
  Factions 
   
  Planescape campaign setting 
  Chapter 3: Factions 
   
   
   
   
   
   
   
   
   
  Project Managers 
  Ken Marable 
  Gabriel Sorrel 
   
  Editors 
  Jeffrey Scott Nuttall 
  Gabriel Sorrel 
  Sarah Hood 
   
  Writers 
  Christopher Smith Adair 
  Christopher Campbell 
  Sarah Hood 
  Julian Kuleck 
  David Spencer 
  Rob Scott 
  Gabriel Sorrel 
   
  Layout 
  Sarah Hood 
   
   
   
   
   
   
   
   
  1
  
   
  Factions 
   
  The coins hit the table loudly, snapping Tethin from his doze. “Sold! To the man chewing on 
  his feet...” muttered the middle-aged human that was his companion for the evening, a 
  Xaositect called Barking Wilder. Tethin glanced around the tavern and frowned at the 
  indications of its closing. He had spent most of the day with the Xaositect, who had been given 
  high recommendations from his contacts in the Cage. Barking Wilder supposedly had a knack 
  for finding the dark of things, even prophecies, from whatever madness he lived in. Tethin 
  had carried out the instructions exactly as he was told, approaching the strange man with a 
  bowl of clean water, dropping three copper pieces into the bowl, and placing it before the 
  Xaositect while asking his question. The odd human seemed to acknowledge Tethin's request, 
  nodding as he dipped his fingers into the water and began tracing lines across the wooden 
  table. Thinking the Xaositect meant to communicate through the trails of water, Tethin had 
  quickly sat at the table, taking out his writing instruments and sketching the patterns down. 
  Several hours later, Tethin had long ago given up attempts to decipher any meaning from the 
  “writings”, and the Xaositect seemed to have lost interest in his bowl, now nearly empty. 
  Tethin was considering why the man was called Barking Wilder when he hadn't made a single 
  bark, hardly a noise at all in fact, the entire day as the sound of clattering coins broke him 
  from his musing. 
   
  Tethin sat up in his chair and leaned over the table, taking in the array of coins scattered 
  across the table. Nearly two dozen in number, each of the silver coins bore the symbol of a 
  faction, and Tethin mentally noted that one coin depicted the Lady, and a few bore symbols 
  he did not recognize. Muttering to himself, Barking Wilder began pushing the coins around 
  with a long finger, staring at the display intently. Just as Tethin thought to pick up his 
  notebook again, the Xaositect scowled and swiped his arms across the table, picking the coins 
  up and dropping them back into a small leather pouch. Tethin sighed and sat back in his chair. 
  His colleagues had extensively studied the properties of Sigil for years with little conclusive 
  results. Having similarly failed in his attempts, Tethin was now certain understanding of the 
  city's wards, which seemed to defy all known magical and natural laws, could only be obtained 
  through study of the chaotic energies that flowed through the city. Thus his research had led 
  him to believe Barking Wilder, who was said to be one of the oldest Xaositects in the city 
  (though that hardly said much, Tethin thought wryly), might make a good lead. Now he was 
  beginning to question his “reliable sources”. 
   
  Once again he was disrupted from his thoughts as Barking Wilder overturned the pouch, 
  sending the coins dancing across the table. Tethin watched carefully as the coins bounced and 
  swirled, the spinning coins mesmerizing him as he unconsciously calculated their speeds and 
  angles. Something seemed wrong with how the coins moved, but try as he might he couldn't 
  figure it out. The very notion of the coins' randomness irritated him...there was a pattern to 
  their fall, just as there was a pattern to everything. It was only a matter of finding it... 
  Realizing that the coins had ceased their motion, he scrawled their positions into his 
  notebook, silently noting that they vaguely formed a ring... 
   
  Barking Wilder swept up the coins and immediately dropped them onto the table again. Tethin 
  watched the coins carefully, leaving his hands to scribe his train of thought. The coins' 
  movement wasn't right at all; they seemed to bounce higher and produce more noise than an 
  object of their apparent size and weight should. He rapidly calculated their velocities, rate of 
  attraction, and numerous other factors. Formulas flowed through his mind, filling his vision 
  and causing him to forget completely about the Xaositect next to him. The answer was just 
  out of his reach, an underlying principle obscured by meaningless variables. Algorithms 
  stretched across the table like strands of silk, tying the faction symbols together, a web of 
  action and reaction, an endless pattern of lies. It was all there, laid out before him in strings 
  of acronyms and numbers. All leading to the same conclusion, all leading to the...Tethin 
  jumped to his feet, stumbling back over his seat, hurriedly pouring his thoughts into his 
  notebook lest they be forgotten in his haste. Wait until his peers on Mechanus saw his work! 
  They'd promote him directly to factor...maybe even factol! What would be his first 
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  Factions 
   
  proclamation? Bah, enough time for that later, just need to get back to that portal. He still 
  had that portal key in his coat somewhere... 
   
  Tethin was halted suddenly as someone grabbed his arm. He swung around in alarm, 
  instinctively jerking his arm away. Barking Wilder slunk back, shook his head, and said “To 
  dark meant not some spilled be”. Tethin scowled at the babbling, unruffled his sleeves, and 
  turned out the tavern, madly scribbling notes down. He didn't bother to watch where he was 
  going, trusting his feet to lead him home. He didn’t notice the unusual silence in the streets 
  of Sigil at this hour, only vaguely saw the large shadow fall over him. 
   
  Back at in the tavern, Barking Wilder smiled serenely, drinking the last of the water from the 
  bowl. 
   
  Understanding the Factions 
   
  Newcomers to the planes often view the factions as planar-based organizations. A canny prime 
  might call them cults, and they're not far off. Factions are formed around some widely held 
  belief - some philosophy alluring enough to unite people across multiple planes. Especially in 
  the Outer Planes, where belief is often a tangible force, factions hold a significant amount of 
  power due largely to their size and the strength of their ideals. The beliefs of a large group can 
  influence reality, changing the multiverse to suit their mindset, after all. Fervent believers 
  gain abilities related to their perspective and a profound action by a great number of like 
  minds could cause the nature of an entire plane to change. Thus, most factions espouse a 
  viewpoint that is also a path to either power, understanding of the multiverse, or simply the 
  meaning of life. Of course, most of the factions aren't content to sit back and argue the finer 
  points of belief; rather, they are devoted to convincing the rest of the multiverse to see things 
  their way. Planars that have some grievance against the factions might call them “philosophers 
  with clubs”, and the truth of that statement is many of the factions are willing to do whatever 
  it takes to prove that they’re right. None have made a decisive victory, but competition for the 
  hearts and minds of the planes has always been fierce, and those that stop trying are often lost 
  under the weight of more infectious viewpoints. 
   
  Most factions act as a network of people to support those that hold the same ideals, providing 
  strongholds or hangouts that any faction member can call home. This provides members with 
  contacts, resources, and even protection they likely couldn't achieve on their own. Individual 
  members are likewise expected to provide mutual support for fellow factioneers. After all, the 
  multiverse has always been filled with forces that want their viewpoint universally accepted. 
  There isn't much room for factions that can't hold their own in the quiet war for the minds of 
  the planes; if a faction can't stand up and spread the word or fight for what they stand for, 
  their days are numbered. Not all factions have had to battle for their existence, however. 
  Some simply have goals, ideas, or beliefs that are so universally appealing across the planes 
  that they fail to vanish, even if their members seem apathetic to their cause. 
   
  Over time, the number of factions and even the very definition of the word "faction" have 
  changed drastically, much to the frustration of those that seek to define these planar groups. 
  What you'll find here is the most recent description of what a faction is and what it means to 
  be a member of one. Until recently, the center of faction activity and recruiting was in Sigil. 
  Even now, the majority of Cagers are faction members of some sort, and planars across the 
  multiverse are beginning to sign up in increasing numbers as the factions strengthen their 
  influence abroad. Joining a faction normally equates to improvement in a body's life, but the 
  web of politics and intrigue the factions spin across the multiverse is enough to catch anyone in 
  the mix. Proper understanding of the extent of faction conflict can only be truly understood by 
  examining their history. 
   
  Brief History of the Factions 
  3
  
   
  Factions 
   
   
  Many factions are quite old - dating back centuries or even millennia. If there's folk that can 
  remember a time that they didn't shake the planes, they haven't been doing a lot of talking. 
  Over time, various factions have come and gone, splintered and merged, risen to fame and 
  fallen to infamy. The primary target of most factions' influence has been Sigil, due to its access 
  to virtually every corner of the multiverse. If one could control the City of Doors, they would 
  then be in a position to influence all of the planes at once. Failing that, Sigil still enabled the 
  factions to spread their message to the numerous planars and primes moving through the city 
  every day. 
   
  Over six hundred years ago, there were roughly fifty-two factions in Sigil. Few were as 
  organized or as large as the factions today, but they were powerful enough to engage in the 
  kriegstanz. The kriegstanz was a war, both overt and covert, to undermine every other faction 
  and influence the minds of Sigil. The conflict was so intense that fierce battles became 
  common in the streets, catching both factioneers and bystanders in the crossfire. With several 
  factions espousing fanatical or opposing viewpoints, it seemed the war wouldn't end until one 
  side managed to wipe out all the opposition. However, it was Sigil's overseer, the Lady of Pain,  
  that brought an abrupt end to the conflict, making her will known by sending her servants, the 
  dabus, to each faction with a message: 
   
  “By the order of the Lady of Pain, there will be but fifteen factions in Sigil. 
  Organize thy colors in a fortnight - or die.” 
   
  After two weeks of turmoil the number of factions within Sigil had dropped to fifteen. Some 
  fled Sigil, while others dissolved entirely. The stubborn died horribly, presumably at the hand 
  of the Lady of Pain, indirectly or otherwise. Over ten thousand died, and it seemed the 
  kriegstanz had finally ended with what would become known as the Great Upheaval. It had 
  simply entered a new phase, however, as the remaining factions gradually took control of Sigil's 
  institutions and competed for control of the city. 
   
  Veterans of the Upheaval 
   
  The fifteen factions widely believed to have survived the Great Upheaval include the Athar, 
  Believers of the Source, Bleak Cabal, Discordant Opposition, Doomguard, Dustmen, Fated, 
  Fraternity of Order, Free League, Revolutionary League, Sign of One, Society of Sensation, and 
  the Transcendent Order. The Mercykillers would form from the unification of two other 
  factions during the Upheaval - the Sodkillers and the Sons of Mercy. The Discordant Opposition 
  would eventually become known as the Xaositects, and the Harmonium later moved to Sigil 
  from the Prime Material Plane. The more paranoid recorders of Sigil history, however, often 
  question this list. After all, the exact events of the Great Upheaval were poorly recorded at 
  best, as the chaos and panic that occurred prevented anyone from gaining a clear perspective 
  of what transpired. Some claim a few factions, such as the Fated, Sign of One, or Society of 
  Sensation were actually more recent than is popularly believed, and that they displaced other 
  factions after the Upheaval itself. Others think the Harmonium existed on the planes long 
  before its recorded arrival, and engineered the downfall of some predecessor. Though it seems 
  unlikely, these rumors and suppositions help underpin the skepticism regarding the accuracy of 
  even more reliable sources such as the Fraternity of Order or the Society of Sensation. 
   
  Many died during the Great Upheaval, but even more died afterwards, some by the initial 
  conflicts between the surviving factions, and others through more mysterious causes such as 
  diseases and disappearances. Many of the now displaced factions (thereafter called “sects”) 
  struck out against the entrenched factions within the city, making the city's already difficult 
  transition more so. Though it’s widely agreed that the original kriegstanz was worse, some 
  revisionists believe that the Great Upheaval actually caused more deaths than it supposedly 
  saved. Whatever the case, it’s unanimously agreed that, for good or ill, the Great Upheaval 
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  Factions 
   
  occurred in line with the Lady's wishes, and that whatever goal she had was fulfilled. Indeed, 
  Sigil would become much more stable over the next century, gaining a structure that both 
  served the needs of the city and enabled the factions to continue the kriegstanz, albeit more 
  covertly. However, this new order would only last for a little over six hundred years. Though 
  the current state of affairs would come to be taken for granted, tension was steadily building 
  and things were in for a change - and in a big way. 
   
  The Faction War 
   
  Roughly five years ago, the factions had devolved to the point where they could no longer exist 
  in harmony. Though Sigil had been running efficiently for centuries, hatred fueled by the 
  never-ending cycle of quiet conflict had set the scene for another full-blown war. Some 
  factions were forcefully undermining other factions, while others broke Sigil's laws on a daily 
  basis. What was once idealism had become well-honed fanaticism, and the balance of power 
  shifted back and forth like a swinging pendulum. Old grudges had simmered for centuries, and 
  it was only a matter of time before people stopped being civil and decided to settle things the 
  bloody way. It wouldn't have taken much to spark a war, but what Sigil got was several such 
  sparks only days apart, and soon Sigil was gripped in a civil war that rocked its very 
  foundations. 
   
  Everything started with the Harmonium and Doomguard, as both groups suspected each other 
  of preparing an attack. What truth there was to the rumors is hard to say, even today, but the 
  tension such hearsay caused was quite real. When Pentar, the factol of the Doomguard, 
  suddenly vanished, the Doomguard blamed the Harmonium and Society of Sensation, shouting 
  accusations loudly across Sigil. The Harmonium in turn accused the Doomguard of violating 
  their ancient edict against sparking a war, and demanded the Doomguard relinquish the Armory 
  to the Harmonium. Naturally, the Doomguard balked, but it would be weeks later before the 
  conflict would come to arms.  
   
  Soon thereafter, the varied leaders of the Free League and Revolutionary League would come 
  together and accused the Harmonium of wrongdoing, though the Anarchists also added the 
  Mercykillers and Fraternity of Order to their accusations. At the request of Nilesia, the 
  Mercykillers were put under the control of Duke Rowan Darkwood, factol of the Fated, for 
  reasons that remain a mystery. Most agree that Nilesia was somehow duped, though the exact 
  circumstances are still hotly debated. In any case, Nilesia vanished soon thereafter. Many 
  Mercykillers refused to serve Darkwood, while others were simply bewildered by the turn of 
  events. The faction began to splinter, falling into disarray, and within only days it would cease 
  to be an effective force in planar politics. Meanwhile the Doomguard began to gather allies, 
  distributing weapons in order to build an army against the Harmonium. 
   
  Factols kept vanishing - both Ambar Vergrove and Darius “ascended” shortly thereafter, at 
  least according to the Godsmen and Signers at the time. Terrance of the Athar also 
  disappeared, and that faction brought suspicion against both the Sign of One and the local 
  churches. Karan would be captured by the Harmonium and subsequently vanish, bringing the 
  Xaositects to the side of the “Enemies of Peace” as the Harmonium called them. Shortly 
  thereafter the Hardheads’ factol, Sarin, would die in an Anarchist assassination. Only 
  levelheaded leadership in the Harmonium prevented a riot, and the Hardheads began to plan 
  an attack on the Doomguard. Finally, the Mercykillers split into its two predecessors, becoming 
  the Sons of Mercy and the Sodkillers. A few diehard Mercykillers remained, but they failed to 
  reorganize into a faction proper. The Sons of Mercy would go on to release those they thought 
  unjustly imprisoned in Sigil's prisons. It's said that a number of those released were killers or 
  worse, though the Martyrs have protested that they were not responsible for their release to 
  this day. That same day, Anarchists performed a vicious attack on a Sensate bar that prompted 
  the Sensates to swiftly ally with the “Oppressors of Sigil”. Meanwhile, the Doomguard sought 
  allies with the Bleak Cabal. The Bleakers, true to their nature, refused and opted for neutrality 
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  Factions 
   
  in the upcoming conflict. The Free League, on the other hand, eagerly jumped at the chance 
  for an alliance against the Harmonium, seeking revenge for years of oppression. Eventually the 
  Sons of Mercy allied with the Sensates and the Harmonium, while the Sodkillers, looking for an 
  excuse to fight someone, sided with the Doomguard. Open war was imminent. The final 
  catalyst hit when a Xaositect slew Factol Hashkar of the Fraternity of Order. 
   
  The first battle of the war was known as the Battle of the Armory. Giving no formal warning, 
  the “Oppressors of Sigil” staged an assault on the Armory. The “Enemies of Peace” mounted a 
  defense, but were eventually overwhelmed due to their lack of organization. Several backfiring 
  Doomguard weapons ended up destroying the Armory, and the Sinkers suffered massive losses 
  in the ensuing destruction. Still, it was far from a decisive victory, and sizable losses occurred 
  on both side. Soon thereafter, the Fraternity of Order, Sign of One, and Believers of the Source 
  allied with the Harmonium and the other “Oppressors of Sigil”, while the Athar joined the 
  Doomguard and the other “Enemies of Peace”.  
   
  Things rapidly deteriorated as the Indeps and the Chaosmen staged a counterattack on the 
  Civic Festhall. However, upon receiving prior warning, the Hardheads, Martyrs, and Sensates 
  were able to build their defenses in the Lower Ward. The battle that ensued there remained a 
  stalemate until tanar'ri forces began pouring into the city, believing this was their chance to 
  take Sigil finally. Almost immediately, a baatezu force arrived to fight the tanar'ri in response. 
  There was no victor of this conflict - all of the forces simply lost numbers, with no appreciable 
  gain or loss, the only exception being a surprise attack by Sodkillers and some tanar'ri on the 
  Festhall, which led to the slaughter of many holed up inside. Similarly, a much smaller conflict 
  erupted between the Lost and the Signers, which resulted in the destruction of the Shattered 
  Temple, but the Athar were nonetheless able to drive the Signers from their base. 
   
  Suddenly, at the height of the chaos, Sigil's portals ceased working. Riots for food and water 
  immediately began. The less stable threw themselves off the edges of Sigil, tumbling away to 
  destinations unknown. While the fiendish invasion was cutoff, it almost seemed that the panic 
  and fury of Sigil's citizenry would destroy the city anyway. However, the sudden appearance of 
  nearly every member of the Transcendent Order brought relative peace to the city as they 
  worked to calm the populace and aid them in their time of need. Anarchists, however, in one 
  final act of retribution against the Bleak Cabal for remaining neutral, infiltrated the Gatehouse 
  and freed many of the inmates there. 
   
  The war ended without any more ado, with no real winners, no new rulers of Sigil. Too spent to 
  continue fighting, and not driven enough to truly consider mutual destruction, the factions 
  signed a truce. It was another bold step by the Lady of Pain, however, that truly ended the 
  Faction War. Once again, her dabus issued an ultimatum: 
   
  “This city tolerates your faction no longer. Abandon it or die.” 
   
  Though vague, there was no disputing Her Serenity's words. The factions left the city's 
  institutions they had maintained for centuries, leaving private and public organizations to rise 
  to take their place. Some buildings that once served as faction headquarters were taken by 
  private entrepreneurs, while others were made public facilities. The Athar, Doomguard, Fated, 
  Fraternity of Order, Harmonium, and the Revolutionary League all chose to leave Sigil and 
  regroup on their respective planes. Meanwhile the Bleak Cabal, Dustmen, Free League, Society 
  of Sensation, Transcendent Order, and the Xaositects simply renounced their faction status 
  while changing little about their beliefs or activities. The Believers of the Source and the Sign 
  of One decided to merge into the Mind's Eye, and moved the majority of their faction to the 
  Outlands. Finally, the Sodkillers and the Sons of Mercy, under the guise of guilds, both took it 
  upon themselves to fill the void in Sigil's law enforcement. The portals reopened, but with their 
  destinations and keys changed entirely. This became known as the Tempest of Portals, and 
  with it, the factions left Sigil. 
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  Factions 
   
   
  In the aftermath, it became abundantly clear that more factols were missing than previously 
  assumed - in fact, Factol Rhys of the Transcendent Order is the only survivor. Rumors began 
  spreading that factol Rowan Darkwood of the Fated's manipulations were responsible for 
  starting the war. Much of the city became consumed with “faction fever” as Cagers tried to 
  gather as much information on the departed factions as possible. Various conspiracy theories 
  began to circulate blaming different forces for the disappearances of the factols, including 
  Darkwood, Rhys, the Daughters of Light, the Eschaton, and the Lady of Pain herself. In 
  retrospect, most assume the Lady to be the most likely suspect. After all, she's the only one 
  with enough power and seeming reason to have done so, but ultimately there's no real evidence 
  to support this theory. The disappearance of the factols remains, for the most part, a mystery. 
   
  Faction Mechanics 
   
  “After the Faction War, a lot of bashers assumed that because the factions were banished 
  from Sigil, they weren't going to have influence on the planes anymore. Of course, today we 
  know this to be entirely false - by forcing the factions out of Sigil, they retreated back to 
  places suitable to their beliefs and concentrated their efforts there, where they grew far 
  faster than they ever did in Sigil. All of this seems obvious in retrospect, but bear in mind the 
  factions were relatively quiet as they healed their wounds compared to before the Faction 
  War. By the time the factions started to gain real power in the Outer Planes, enough that they 
  actually started infringing on the powers' spheres of influence, it was already too late. 
   
   “Greybeards always wonder how the Blood War started; I think what we're looking at now is 
  the potential beginning of a similar conflict, but this time I don't think any of the planes will 
  be safe from it. Of course, things had begun to unfold some five years after the Faction 
  War...” 
   
  - Portiale, zenythri scholar, four years hence 
   
  Aside from the myriad advantages granted in game by being a member of a faction, characters 
  have the option of training in and developing abilities specific to each faction. The Planescape 
  Campaign Setting uses feats and prestige classes to represent the various paths faction 
  members take. These can be gained by the standard rules with the additional condition that 
  the character must currently be a member of one of the prerequisite factions. During character 
  creation players may choose to start in any faction. Otherwise, players cannot simply join or 
  leave a faction. The process must be role-played in game as described below. 
   
  A character may only be a member of one faction at a time and may only take feats from one 
  faction - if for some reason a character should end up a member of two factions (such as if 
  they are a spy), only one membership counts for purposes of feat and prestige class selection. 
  Furthermore, even if a character is a member of a faction, they aren't considered a true 
  member of a faction unless they back up that membership with belief. A DM is in their right to 
  restrict faction membership or abilities based on a character's actions, and provide 
  repercussions for those that go “against the grain” in a faction. Should a character lose 
  membership in a faction, or otherwise indicate to the DM that their character has completely 
  lost faith in the ideals of the faction, any feats or abilities granted by prestige classes that are 
  indicated to be Faction-Dependent cease to function. Other class features, such as base attack 
  and increased saving throws, remain. The character may regain lost abilities by rejoining the 
  faction (almost always a difficult process) or joining another faction that also offers those 
  abilities. 
   
  One additional perk of being a faction member is that factioneers look after their own and 
  react well to those of like-mind. Thus, faction members gain a +2 circumstance bonus on any 
  Charisma-based skill check when interacting with members of the same faction. This only 
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  Factions 
   
  applies if both parties are aware of each other’s faction membership. 
   
   
  Joining a Faction 
   
  For some factions, joining isn't very hard - just put on the faction symbol and walk around 
  pretending like you belong. That won't work out well with the more lawful groups like the 
  Harmonium or Fraternity of Order, but factions like the Free League don't mind. Truly 
  belonging, however, requires two things: belief and recognition of that belief. The only real 
  way to prove one's belief is through actions, and so most factions take into account the doings 
  of any would-be member. If they don't seem to be in accord with their credo, they may set 
  additional requirements. This could be an induction ritual, a mission to prove one's loyalty, or 
  even a hazing of one sort or another. Ultimately, most factions will watch a new member 
  closely after joining. If they don't seem suited to the beliefs and activities of the faction, or if 
  they embody the beliefs in an improper manner, chances are they'll be kicked out unless 
  they're lucky or know someone important. 
   
  Most of the time, gaining membership in a faction is the task of the would-be member, and it's 
  up to a factotum of the faction to recognize that fact. Often that factotum becomes a mentor 
  to the new namer, guiding them and bringing them closer into the fold. In some factions, 
  recruitment is extremely informal. For example, a Transcendent Order factotum will simply 
  watch a would-be Cipher and make a personal judgment as to whether the person can follow 
  their path. On the other hand, joining the Harmonium requires showing up for several 
  recruitment meetings, and if judged worthy, going on to eight weeks of training in Arcadia. On 
  occasion a faction will seek out an individual they think is suited to their ideals. This typically 
  only happens when a faction notices someone they think essentially complements their belief 
  system already or a faction has some definite gain to be made by courting a would-be member. 
   
  This isn't to say the factions don't recruit - it's just rare that they target an individual. Indeed, 
  recruitment flyers, posters, and criers can be seen throughout the gate-towns and planar 
  cities, particularly close to various factions' spheres of influence. Recruiters wander the Great 
  Ring, trying to win the allegiance of the unaligned through words or deeds, whichever seems 
  likely to work at the time. Where Sigil was once the center of such activity, most recruiters 
  keep their activities quiet in the Cage these days, relying on subtle hints and suggestions to get 
  their message across. Few are brave enough to test the Lady's word, even five years after the 
  fact. There's always the occasional disappearance that could be attributed to pushing Her too 
  far. However a faction goes about it, the kriegstanz continues, make no mistake. Almost every 
  faction wants your mind on their side, and the war for belief needs soldiers. 
   
  Faction Ranks 
   
  Despite their extreme differences in activities and outlook, most factions ascribe to largely the 
  same ranking system. Of course, how rank is achieved and what it means is entirely different 
  from faction to faction. Higher rank may or may not confer authority, but it always confers 
  increased responsibility to the faction. In general, higher rank means one will be sent on more 
  important missions for the faction, oversee the activities of lesser-ranking members, and act as 
  a worthy example for those seeking to advance in the faction's philosophy. 
   
  The initial rank for everybody new to a faction is namer. Namers are typically uninvolved in 
  the day-to-day operations of a faction, but provide grassroots support for the movement. The 
  simple act of namers believing is enough for most factions, though they often help pass 
  relevant tidbits of information on to more dedicated factioneers, or provide small services like 
  a subtle discount or a place for other faction members to rest. They also serve as mouthpieces, 
  spreading the word of their faction and occasionally even recruiting. Though namers might be 
  called upon for the occasional mission, they are well within their rights to refuse direct orders 
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  Factions 
   
  or requests from high-ups, even among the lawful factions. Of course, refusing is a sure-fire 
  way to remain a namer. Typically, only by helping advance the interests of the faction directly 
  does one advance to the next rank. 
   
  Once a namer has proven themselves and has a willingness to work full-time for the faction, 
  the faction may promote a namer to factotum. The biggest difference in being a factotum is 
  that one works directly for the faction itself. A number wander the planes, attempting to 
  recruit others into their faction. However, they also fulfill necessary roles in the faction's 
  structure such as guards, spies, record-keepers, soldiers, mages, and so on depending on their 
  skills and the faction's needs. Unlike namers, they're expected to follow orders largely without 
  question, but chances are they'll also be well-provided for. Similarly, faction leaders are 
  unlikely to send them into life-or-death situations (at least unprepared) due to the inherent 
  value in a dedicated believer. 
   
  A rare few within a faction advance to the rank of factor. Factors serve as the administrators 
  of a given faction, directing factotums, overseeing faction strongholds, and ensuring that the 
  factol's policies are carried out. Groups of factors generally deal with the day-to-day business 
  of running a faction and advancing its ideals. Most factors are based out of the faction's home 
  plane, though a few between all the factions remain in Sigil to direct their factions' subtle 
  presence there. In some factions, it may not be clear as to who the factors are; the 
  Revolutionary League, for example, doesn't advertise their leadership, while the Cipher factors 
  lead by example but rarely give actual orders. 
   
  Finally, the top rank in any faction is that of factol. Most of the time these are former factors, 
  but rarely a factotum will become popular (or lucky) enough to make the jump from factotum 
  straight to factol. These are the direct and often unquestioned leaders of their respective 
  factions. They direct the entire faction's direction, outlook, and plans. Often they embody the 
  faction's beliefs, serving as examples to namers and factotums alike as to the direction and 
  desires of their faction. 
   
  It's important to note that some factions have additional ranks in between. The Harmonium has 
  five levels of ranking, while the Fraternity of Order seems to have a different title and rank for 
  every member. Others have much looser structures, and may or may not have a factol. Notably 
  the Revolutionary League and the Free League traditionally have no factol, and rank has never 
  played a large role among the Transcendent Order or the Xaositects. Still, most folk are 
  inclined to classify faction members by these ranks - it's as much a matter of perception as 
  actual authority. 
   
  Changing Factions 
   
  Occasionally, someone will decide a faction doesn't really suit them anymore, and leave a given 
  faction. Most that do so are seen as burnouts, folks who either can't make up their mind or 
  can't be trusted to dedicate themselves to anything. They receive both pity and distrust from 
  members of nearly any faction, and it's difficult to join a new faction after abandoning 
  another. Furthermore, many are wary that former faction members might still be serving as 
  spies for their former faction. More fanatical factioneers might reject those that have belonged 
  to other factions on the simple suspicion that others might be “corrupted” by their former 
  beliefs. 
   
  A lot of importance is placed in belief, particularly in the Outer Planes, and those that casually 
  discard it are seen as throwing away about the only thing of universal worth on the planes. 
  Those that do change factions typically do so because of some profound experience; rarely 
  does someone set out to change their own beliefs. Most of the time the change stems from 
  some trauma or revelation that changes the person's outlook or ideals deeply. That being said, 
  most movement between factions are done between the more chaotic groups. An embittered 
  9
  
   
  Factions 
   
  Sensate might join the Bleak Cabal, or a Revolutionary League member that becomes a rebel 
  without a cause might have a better home in the Xaositects. The Free League is about the only 
  faction that regularly welcomes individuals that formerly belonged to another faction. 
   
  The Current State of the Factions 
   
  While the number of "true factions" is hotly debated - with words in the parlors of the planes, 
  and with fists in the drinking halls - sixteen major factions remain post-Faction War. Now that 
  the factions have been expelled, it remains to be seen whether that number will grow or shrink 
  in time. Of the sixteen, twelve formerly held power in Sigil. New or old, all the factions have 
  been forced to reconsider their position and purpose in the multiverse. Sigil is no longer the 
  objective of every faction, at least for the time being. Many of the factions have been forced 
  to look inward for the first time in centuries, questioning both their goals and their methods, 
  as well how they fit in the rest of planar society. A synopsis of the major factions is included 
  below: 
   
  The Athar are most commonly found around the Great Spire in the Outlands, but members also 
  travel with relative frequency to the Astral Plane. They believe the deities are unworthy of 
  worship, and to do so reinforces their subjugation of mortals. To the Lost, deities are just 
  incredibly powerful individuals, but are just as flawed as lesser beings and should not be 
  idolized. 
   
  The Bleak Cabal is most commonly found in Pandemonium and its gate-town, Bedlam. It’s 
  members believe the multiverse has no purpose or deeper meaning, and every individual must 
  find their own reasons and motivation from within. Though largely humanist in nature, the 
  Bleakers often fall prey to depression and madness due to the implications of their beliefs. 
  They can often be found supporting soup kitchens and other works of relief across the gate-
  towns and Sigil. 
   
  The Doomguard calls the negative Quasielemental Planes its home, though wild rumors place 
  some Sinkers as fortifying in the Abyss as well. Their philosophy revolves around entropy, the 
  force of decay that they believe to be the only constant on the planes. Whether that entropy 
  needs to be assisted or stymied varies from member to member, but they have developed 
  reputation as destruction-mongers. 
   
  The Dustmen have their outpost upon the Negative Energy Plane, though a number of them are 
  still active in Sigil's mortuary. They believe that this life is a shadow of real existence, and that 
  everyone has already died and transitioned to this poor substitute. Seeing no value in this life, 
  the Dustmen accept death, and work to prepare themselves for True Death and whatever stage 
  of existence exists beyond it. 
   
  The Fated are often found in Ysgard and its gate-town, Glorium. The Takers accept that life is 
  tough, but assert that it's survival of the fittest, and that each individual has the right to do 
  whatever it takes to survive and prosper. The multiverse exists for those that can take it, and 
  those who won't fight for their piece deserve to be shoved aside. The Fated weren't much loved 
  before the Faction War, and now that their former factol is blamed for beginning the war, 
  many across the planes intensely distrust them. 
   
  The Fraternity of Order is centered on Mechanus and its gate-town, Automata. Understanding 
  the laws of the multiverse provides influence over it, the Guvners say, and those that learn to 
  exploit these rules will have true power. Their hunger for power is well known, and most folks 
  are watchful of them despite their relatively inoffensive nature. 
   
  The Free League is spread evenly around the Outlands and gate-towns, spreading its 
  philosophy of individual independence from the dictates of others. The Indeps believe the 
  10
  
   
  Factions 
   
  minds of the planes should be free from the thought police of the factions, and allowed to 
  develop their own beliefs. While not advocates of revolution like the Revolutionary League, the 
  Free League has often been persecuted by various groups because of its resistance to authority. 
   
  The Harmonium is mainly found in Arcadia and the Upper Planes, enforcing its belief in a 
  unified, planes-wide organization. Peace, the Hardheads say, can only be achieved by getting 
  every person across the planes to believe in the same ideals. Naturally, their beliefs are best 
  suited for the task, so peace requires enlisting everyone into being a member of the 
  Harmonium. While seemingly well meaning, the Hardheads have clearly gotten out of hand on a 
  number of occasions, and people across the planes are often polarized between seeing them as 
  saviors or thugs. 
   
  The Mind's Eye is a neophyte organization, largely spread evenly across the Hinterlands of the 
  Outlands. Also known as Seekers or Visionaries, they see the multiverse as a testing ground, a 
  place designed to help one pursue self-discovery and personal growth. Only through this path 
  can individuals move up the latter of existence. The catch is, they tend to perceive their 
  surroundings as their personal playground, and their self-centered quality rivals that of their 
  forebears, the Sign of One and the Believers of the Source. 
   
  The Revolutionary League is a loosely knit alliance of various anti-authoritarian cells spread 
  across the planes, with its central holdings in Carceri. The Anarchs seek freedom from 
  authority, and the total liberation of the planes from high-ups and hierarchies. Only once the 
  chains of society are cast down will everyone be free to find the truth of the multiverse. 
  Anarchists to a fault, they are rarely trusted. On the other hand, they often find alliances with 
  the oppressed and dispossessed. 
   
  The Ring-Givers are a rapidly growing faction from Ysgard and now based in Sigil. Focused on 
  freeing themselves from debt and reliance, the Bargainers believe that by coveting material 
  possessions and convincing ourselves they are necessary, we become beholden to them. True 
  freedom, they say, can only be found by giving everything up. Likewise, by giving everything 
  you've got to the multiverse, the multiverse will be persuaded to act in kind. Though most folks 
  laugh at the idea of tossing power or riches away, it can't be denied that they often seem to 
  end up on top of many deals. 
   
  The Society of Sensation is based out of Arborea, where it demonstrates its philosophy that 
  experience equals power. That doesn't mean simply length or depth of experience (though 
  those are nice), but breadth. The Sensates believe experiencing something is the only way to 
  understand it, and so to understand the multiverse one must expose oneself to as much of its 
  experiences as possible. 
   
  The Sodkillers are based out of Acheron, and believe firmly that violence is the solution to all 
  life's problems.  Whatever the trouble, a suitable amount of force properly utilized will resolve 
  the matter. While not exactly popular, they've come to gain a significant amount of respect 
  and power in Sigil because of the obvious effectiveness of their tactics. 
   
  The Sons of Mercy are a well-meaning group of white knights hailing from Bytopia, traveling 
  across the planes on a mission to demonstrate the best qualities of good. While recognizing the 
  role of laws in protecting the well-being of a community, the Martyrs feel that because law is 
  corruptible, it should not be a hindrance in achieving the greater good. Likewise, they realize 
  evil is counterproductive to peace in the multiverse, but believe that the best way to promote 
  good is by living as an example and helping individuals reform. While noble, a gentle approach 
  isn't always an effective one, and this has earned them a reputation as idealistic fumblers. 
   
  The Transcendent Order centers in the serene locale of Elysium, seeking to attain unity of 
  mind and thought. Deliberation and hesitation are flaws from the standpoint of their members, 
  11
  
   
  Factions 
   
  and the Ciphers believe that by purifying action into instinct one can discover their role in the 
  multiverse. That role often brings them into the center of conflicts as a mediating force, 
  bringing balance and calm to otherwise unstable situations. 
   
  The Xaositects are everywhere, but find their natural home is Limbo. Chaotic in the extreme, 
  they think that disorder is the true state of the multiverse, and the only state worth seeking. 
  True freedom and strength can only be found by loosing the shackles of reason and conformity 
  according to their example, if not precisely their teachings. Most people simply think them 
  mad, and often the Xaositects only back that up with their bizarre actions and schemes. 
   
  The Athar 
   
  Jaya hugged Hobard, who squirmed with discomfort. “Take care of yourself, and keep in 
  touch,” she said, holding forth the portal key. A low humming filled the air as a shimmering 
  field of blue energy encompassed the doorway. 
   
  The wizened githzerai snorted, a combination of amusement and disgust. “And how am I 
  supposed to do that, with you cowerin’ at the base o’ the Spire?” Jaya tucked a stray hair 
  behind one ear and looked straight into Hobard’s eyes. He could see her compassion and 
  determination, so much like Terrance’s. 
   
   “There will come a time when the Lost can return to Sigil, Hobard, but our brethren are 
  confused and scared and need a place to feel safe. I can understand your reasons for not 
  coming with us -- please understand why we must go.” With a smile and a wink, she vanished 
  through the portal. 
   
  Hobard proceeded back along the alley and stopped to stare at the place where the Shattered 
  Temple once stood. Swarms of workers hauled building materials to and fro, the foundation 
  nearly ready for its new temple. The githzerai’s eyes narrowed, and crackles of energy danced 
  between his fingertips as he clenched his fists. 
   
   “We’ll just see how far that fat friar gets with his temple.” 
    
  The Athar believe that the gods are frauds, unworthy of worship, no matter how powerful they 
  may be. While possessing awesome might and near-limitless resources, gods are not the all-
  knowing, all-powerful progenitors of the multiverse - they are beings that make mistakes, and 
  they can be killed. The false hierarchy of worshipper and deity serves only to bolster a power’s 
  ego and reinforce the inferiority of a worshipper. No, the gods are beyond the understanding of 
  mortals, if they exist at all. What exists now is nothing more than an elaborate scheme that 
  ends up with worshippers getting the short end of the stick. There is enough hardship in a 
  person’s life without the need to cater to a power’s whims, and the Athar believe it is their 
  duty to inform everyone they don’t have to. 
   
  Philosophy: The gods are all frauds. 
  Nicknames: Defiers, the Lost. 
  Headquarters: The Spire.
  Major Races: Bariaur, chaond, half-elves, humans, tieflings, zenythri. 
  Favored Classes: Ex-clerics, monks, ex-paladins, rangers, druids. 
  Factol: Jaya Forlorn (NG female human ex-Clr7/Ftr2/Defier5). 
  Prominent Members: Caylean (CG male tiefling Rgr6), Hobard (CN male githzerai Wiz11/Fist of  
  Divinity2). 
  Alignment: Any, with chaotic tendencies. 
  Symbol: Profile of the Spire crowned by a black torus. 
  12
  
   
  Factions 
   
    
  Philosophy 
  The gods are frauds, not because they aren’t powerful – they are; there is no denying it – but 
  because they present themselves as more important than all other things in the multiverse. 
  They demand worship and obedience, but they grant only a tiny measure of power to a select 
  group of worshippers, mainly clerics, in exchange for a lifetime of devotion and service. The 
  bulk of the population receives no acknowledgement, let alone benefit, for their piety. Most 
  creatures live and die without knowing if their god truly existed. Such deception is 
  unconscionable and inexcusable, and must cease. 
   
  The Athar belief is simple: the powers are not “true” deities. A deity should be above the 
  necessity of mortal worship, should be above all mortal mistakes, and most of all should be 
  above death. If they suffer from these flaws, if they are truly so limited, how can they be the 
  absolute forces that created and guided the multiverse? It simply can’t be true. The powers 
  that exist on the Outer Planes (and the few that live elsewhere) must therefore not be gods at 
  all. Of course the Athar aren’t blind, deaf, or dumb; they fully acknowledge the strength and 
  ability of the powers. They just don’t believe any amount of power short of true godhood is 
  worthy of worship, and they refuse to participate in any act that reinforces their sham. 
   
  There is ample evidence the gods are frauds. Druids, paladins, and rangers can duplicate the 
  divine abilities of clerics without swearing fealty to a power, and more and more clerics are 
  surfacing with spell abilities that spring from ideals, philosophies, and other less tangible 
  sources. Indeed, the Athar have clerics within their ranks that draw upon the Great Unknown, a 
  force they believe is beyond the ken of mortals and gods alike. On the Outer Planes the 
  difference between a power and a mortal is even less defined, for everyone with sufficient 
  belief can alter their reality to meet their expectations. Sure, they may not be able to do it 
  with the dazzle of a power, but the process is the same. 
   
  Why, then, is the message so hard to deliver?  The Outer Planes are home to the gods, and 
  nobody likes being called a liar to their face. While the Athar do their best to not directly 
  provoke the powers (they’re not suicidal, after all), sometimes there is no easy way to tell the 
  truth, and the messenger suffers as a result. This is the current state of the Athar, and a great 
  concern for the faction’s members. How can one shed light on the truth of the powers, when 
  the powers themselves wish it to remain hidden? 
   
  Before the tumultuous events of the Faction War, the Athar used the very nature of Sigil as a 
  buffer between themselves and those they disparaged. Whispering runes – talking leaflets that 
  delivered the Athar message to the illiterate – were a main weapon in the faction’s war against 
  deific oppression, with the multitude of portals providing a ready means of distribution. Gods 
  could not enter Sigil, and their agents were easy to track and eliminate, so the Lost were 
  secure in their position. 
   
  Brief History 
  History recounts the meeting of two men, Dunn and Ciro, who encountered each other at the 
  location of the Shattered Temple in Sigil and formed a friendship based on their mutual 
  disregard for the powers. The two parted with a solemn vow to find like-minded individuals and 
  bring them back to the ravaged temple, forming the basis for the Athar as they are known 
  today. Disillusioned clerics, dishonored paladins, and discontent commoners swelled the ranks 
  of the Lost, eventually attracting the attention of the Harmonium. A war between the factions 
  ensued, stopped only by the intervention of the Lady of Pain. 
   
  This conflict actually served to cement the Athar’s factionhood. The reaction of the 
  Harmonium showed the message of fraudulent gods carried weight, and the support of the Lady 
  was seen as an affirmation of that message. The fact that she was extremely powerful and 
  13
  
   
  Factions 
   
  actively discouraged worship of herself was also a boon to the Lost. Of course, more than just 
  the Harmonium disliked the stance of the Athar; the Fated and the Mercykillers also opposed 
  them. The Takers believed that since the gods could get the worship of mortals, they should be 
  able to; the Red Death simply wanted to avoid adding ultra-powerful beings to a growing list of 
  those deserving of justice. 
   
  The Faction War in Sigil dealt the Athar two heavy blows: first, when Factol Terrance 
  disappeared near the beginning of the war, and second, when the Shattered Temple was razed 
  in the war's aftermath. Leaderless and homeless, the Athar rallied around Jaya Forlorn, a young 
  protégée of Terrance’s and a cleric of the Great Unknown. Her calming influence coupled with 
  the wisdom of Hobard, an ancient githzerai wizard, helped organize the group for a mass 
  exodus from Sigil when the Lady’s decree became known. The factions were no longer allowed 
  to officially operate within the City of Doors, and the Athar could think of only one other place 
  in the multiverse where the gods could not destroy them at their leisure – the base of the 
  Spire. There, all magic would be suppressed, even that of the powers. 
   
  The bulk of the faction migrated to the base of the Spire. Hobard and a small group of militant 
  Athar remained in Sigil and moved underground – literally – to plot the return of the faction to 
  strength. One problem that immediately became apparent for the emigrants was the isolation. 
  There was no longer the convenience of a plethora of portals; indeed, the dispossessed Athar 
  had only their feet as reliable transportation for countless miles until the Spire’s influence 
  waned. They were secure from their enemies, but they no longer had the means to deliver 
  their message. This both frightened and frustrated many members, and only the leadership of 
  Jaya Forlorn kept the faction from dissolving altogether. The faction has since adopted a new 
  symbol – a profile of the Spire crowned by a black torus – symbolizing the Athar journey from 
  Sigil to the Outlands and their hope to one day return to the City of Doors. Members bear the 
  mark as a tattoo or on an amulet but keep it secret, fearing the wrath of the gods and their 
  servants. 
   
  Goals 
  The current goals of the Athar are twofold. First, they must find some means of continuing to 
  deliver their message that gods are frauds, and second, take back that which was theirs – 
  namely, the Shattered Temple. Jaya concentrates on the first while Hobard focuses on the 
  second, and the two hope to reunite the faction when either goal has been accomplished. 
   
  Jaya’s attention is currently focused on the Athar’s new neighbors, the rilmani. Of particular 
  interest is the Mirrored Library in the city Sum of All; if information on how to accomplish the 
  Athar’s goals cannot be found within, then a thorough study of the “mirror magic” might help 
  solve communication and transportation problems. The rilmani are not forthcoming with any 
  information, but they do not bar the Lost from entering the city or the library, so Jaya 
  continues along this line. 
   
  Meanwhile Hobard plans a campaign of guerilla warfare aimed at both the Garianis family and 
  the temple of Hades now being constructed where the Shattered Temple once stood. Friar 
  Murlov Garianis, a local crimelord and cleric of Hades, immediately took possession of the 
  Shattered Temple and its surroundings when the Faction War ended, intending to build a grand 
  temple that would elevate his own status and bring the glory of Hades to the masses of Sigil. 
  The Athar consider this action a declaration of war, and no one involved with the temple’s 
  construction is safe from the vengeance of the Lost. 
   
  Of course, both these lofty goals have little impact on the average Athar member. Membership 
  in the Athar these days involves work, and lots of it. Food and supplies must be carted to the 
  base of the Spire on a daily basis, messages must be delivered to those Lost still lurking in Sigil, 
  and allies must be sought among the planes if the Athar hope to return to their former power. 
  Magic is of little use where the Lost currently lair, so skilled craftsmen and professionals are in 
  14
  
   
  Factions 
   
  high demand. Heavily armed parties escort the caravans necessary to keep the Athar alive, and 
  the most trusted of agents act as go-betweens for Jaya and Hobard, sworn to take their own 
  lives before revealing the faction’s plans. 
   
  No one in the organization is idle; everyone has a part to play. Wizards are dispatched to the 
  Mirrored Library in Sum of All to study the texts and unlock the secrets of mirror magic. 
  Combat-oriented members act as escorts for all Athar, defending fellow members from the 
  proxies and petitioners of the powers. 
    
  Allies 
  The Athar have no allies among the former factions, but they also don’t have any enemies left 
  with the strength to take action. While Jaya Forlorn courts the rilmani, there is little hope that 
  enigmatic race will lend true support. Whatever the Athar hope to accomplish, they must do so 
  on their own. 
   
  Enemies 
  The gods themselves consider the Athar a threat, for the faction’s words poison the faithful 
  and leech away their power. The church of Hades and the Garianis crime syndicate are both 
  targets of the Athar’s wrath, although neither as yet knows of the enmity. As for the factions, 
  each has its own concerns and no time to worry about the doings of the Lost. The Mercykillers 
  and the Sign of One no longer exist; the latter merged with the Believers of the Source  
  into a new organization called the Mind's Eye, and it has no hostility towards the Athar. The 
  Harmonium and the Fated both relocated to other planes and are no longer in such close 
  quarters with the Athar; the Lost remain cautious around members of both factions, but 
  neither group has the time or resources to mount a campaign against the Athar. 
   
  The Bleak Cabal 
  “Pike it. He’s a barmy and that’s that.”  
   
  Ghren sighed despondently, and regarded the old aasimar in Bleaker colors sitting on the dirty 
  Hive streets, dejected and mute, with a knowing look. The bariaur picked at his horns absent-
  mindedly and sighed again, “He’s not just a barmy, he’s a fellow Bleaker. I have to help him, 
  especially in this time of need…he doesn’t have any cutters like you and Ferno to take care of 
  him…we can’t just leave him here; he needs to be in the Gatehouse.” 
   
  Sareth snorted derisively. “What does it matter? You ain’t in a faction any more than I am. 
  You don’t hafta help if it don’t benefit you.” Sareth started shifting back and forth on his 
  hooves, something he did when he was getting impatient. Ferno’s surprisingly stocky and 
  muscular half-elf form sauntered over to Ghren.  
   
   “Nothing…nothing...pointless...empty...futile…why?! There is no hope, no mercy, nothing…” 
   
   “I guess you have a point…” 
   
  Ghren gave one last sigh of despair and wandered away, trailing after his friends, thinking 
  that there was nothing he really could have done, because nothing he could have done would 
  have meant anything.  
   
  Life doesn’t make sense. That sums up the Bleak Cabal’s philosophy, and no further elaboration 
  is required. They do not believe that nothing is the meaning, like the Doomguard, but instead 
  that there isn’t even any meaning in the first place. The closest thing to meaning is what’s 
  inside you, and when nothing means everything and everything means nothing, the inside looks 
  dreary and anything but sane. Bleakers constantly struggle with their own sanity while trying to 
  15
  
   
  Factions 
   
  find inner purpose, most choosing to find meaning in life through charity, giving people 
  reprieve from the mad merciless multiverse.  
    
  Philosophy: The multiverse doesn’t make sense, nor is it supposed to. 
  Nicknames: Bleakers, the Cabal, Madmen.  
  Headquarters: The Madhouse in Pandemonium. 
  Majority Races: Half-elves, humans, tieflings. 
  Favored Classes: Bards, sorcerers, wizards. 
  Factol: Tyvold (CG male grey elf Clr6/Ftr5/Wiz7 Bleak Cabal) 
  Prominent Members: Tessali (CG male grey elf Ftr5/Rog6/Wiz7 Bleak Cabal) and Ezra (NG  
  male bariaur Exp1 Bleak Cabal) 
  Alignment: Any non-lawful. 
  Symbol: A helm with a black blaze behind it. 
   
  Philosophy 
  To most people the idea that there isn’t any meaning to the multiverse is madness, but to a 
  Bleaker, the idea that there is meaning to anything is what’s really mad. What proof of some 
  greater purpose has their ever been? What makes people so sure life makes sense anyways? 
  None, nil. For all the searching, no one can truly make sense of everything, not the petitioners, 
  the proxies, or the powers themselves. The Bleakers know the truth: there is no answer, no 
  grand design, no reason. Nothing. They find peace in accepting the state of things for what 
  they are; it’s what allows them to face the multiverse and themselves. They look down at 
  those who try to force meaning on the multiverse with pity, and can only sigh when others say 
  they are mad.  
   
  The Bleak Cabal believe that since there is no meaning on the outside, then all they can do is 
  try to find meaning on the inside. See, the multiverse is cruel and merciless, all madness and 
  noise. However, being used to that, a Bleaker tends to be more understanding of such a 
  condition, and more willing to dole out the mercy that is not inherently in the multiverse. They 
  figure if there isn’t any mercy in the multiverse, then mercy comes from within, and if mercy 
  comes from within, then maybe, just maybe, they can find their own meaning through it. Even 
  the evil among the Cabal try to do charitable acts, not because they care one way or the other, 
  but because the act helps battle the insanity of having no purpose. 
   
  While the Cabal would like to shape people with their point of view, they don’t force it on 
  others. They don’t even actively recruit members. Indeed, when someone approaches a 
  Bleaker for membership, they just ignore them, even more so now that the Lady of Pain has 
  seen fit to ban the factions from Sigil. Once the potential Bleaker realizes that all of the 
  questions they’ve been asking have not been answered because that is the answer, they are 
  accepted. Most of the time potential recruits are members of other factions who’ve lost faith 
  in their creeds, and no longer see the point of their faction, its allies, or its enemies. It just 
  ceases to make sense. And when you can’t find anything to believe in, not believing in anything 
  at all is rather appealing. 
   
  The Bleak Cabal are a group of depressed, and ofttimes mentally disturbed, humanitarians. If 
  that doesn’t convince people that the multiverse is insane and without meaning, then perhaps 
  nothing will. 
   
  Brief History 
  Around nine centuries ago, the Bleak Cabal sprung into being. Their philosophy of no philosophy 
  appealed to a great many people, but confused a lot more, especially at first. When belief can 
  shape everything round you, a belief in absence doesn’t seem too out of place, but an absence 
  of belief is outright insane. No one understands it until they don’t understand anything 
  anymore, at which point they can either choose to accept the harsh reality or go mad from the 
  16
  
   
  Factions 
   
  strain. Nothing makes any sense, so why keep on trying to force it? Instead, just focus on 
  yourself, and see if you can find meaning there. 
   
  Naturally, this appealed to the cynical planars that were tired of the factions and their 
  philosophical wars, or those who found their own beliefs failing them. Thus the Cabal attracted 
  those who had become lost in the clash of ideals, who felt abandoned for one reason or 
  another by their faction or powers, those who were ready to give up. Most other factions never 
  appreciated how the Bleak Cabal seemed to “steal” their members, even when it was clear the 
  factions weren’t doing enough to keep them. Still, with all the factions that have existed over 
  the course of Sigil’s history to oppose them, you’d think that the Cabal would’ve have been 
  squashed…but there was always someone who saw that much opposition as a sign they were 
  doing something right. Even at their all-time lows, the Cabal knew that when one faction or 
  another got too big for their own good members would become disenchanted, and their own 
  ranks would swell. This cycle has repeated throughout history, with their memberships rising 
  and falling, and providing the Madmen a chance to be too big for their britches as well…often 
  far too big, which caused some notable problems. 
   
  When a Bleaker talks about the Grim Retreat, most people just think they’re talking about a 
  Bleak Cabal vacation. In a way, they’re right. The Bleakers, constantly striving against that 
  insanity inside of them, finally give up in large numbers and go on a little trip of the mind that 
  often lasts them the rest of their lives. This happens, oddly enough, whenever the ranks 
  expand too much. The overwhelming loss of belief causes insanity, which can’t be dealt with 
  efficiently by the few elders who truly understand it. This strange mental disease seems to 
  start at the top and work its way down, with the factol usually the first to go. As it spreads 
  through the ranks, the inexperienced new recruits are left behind, forced to drive the faction 
  themselves while attempting to tend those Bleakers that came before them. 
   
  They’ve gotten smart over the years, however. They’ve learned quite a bit about medicine and 
  treatment, and now the recovery rate for its members is very high. And though there are still 
  individual cases, the Bleak Cabal has not suffered a mass Grim Retreat in the past three 
  decades, mostly due to the fact that their ex-factol Lhar made a point of keeping their 
  membership at a stable number. Now, with the disbanding of the factions, they aren’t even 
  sure if one will happen again. They aren’t even really a faction anymore, just a bunch of like-
  minded individuals accustomed to dealing with madness. This doesn’t stop them from tending 
  to the insane and the needy, and they continue to do so, now unofficially instead of officially. 
   
  Many of the Madmen decided to make a trek to Pandemonium after the Lady declared factions 
  against the law, and most of those never returned. Some are staying at or around the 
  Madhouse, their faction headquarters on the first layer, to ward off any trouble from the lawful 
  folks who have been sniffing around recently, asking about an artifact reputed to be able to 
  bring back dead Powers. Some decided to settle in Windglum, a town on the third layer of 
  Pandemonium. But whatever the reasons, it’s reduced the amount of Bleakers in the Cage, but 
  not by too much. It’s not like things like this didn’t happen all the time over the course of 
  Bleaker history.  
    
  Most people continue to view the Bleak Cabal as a “bunch of barmies” who are perpetually 
  depressed. No one cared before to look at the intricacies of the Bleak Cabal philosophy, and 
  now the only people who might care are those who have been swept up in the “Faction Fever” 
  of learning everything about every faction and every factol. It’s all over the place that ex-
  factol Lhar was always seeking his parents, but the Bleakers don’t care, and neither does 
  anyone else really. Apathy breeds apathy, and the Bleak Cabal is one of the few factions that 
  didn’t generate too much interest when Faction Fever started up.  
   
  17
  
   
  Factions 
   
  Goals 
  The Bleak Cabal does not have a unified front or a common objective. Each member is 
  expected to grapple with the implications of accepting the multiverse for what it is. In the 
  meantime, the majority of the Cabal work together and with other organizations to help the 
  poor, the lost, and the insane, running food courts, shelters, and asylums as needed. These 
  acts of charity are considered the faction’s main “responsibility”, and their principal method of 
  finding some purpose to their lives. A few Bleakers take up the life of planewalkers, either to 
  promote the “truth” to those who haven’t heard it or to find meaning in the personal growth 
  that comes with the adventuring lifestyle.  
   
  Allies 
  While the Bleak Cabal has no real official allies, the Dustmen, Doomguard, Sons of Mercy, 
  Revolutionary League, and Xaositects are all well disposed towards them. Now that the 
  Doomguard and the Revolutionary League have moved their main operations out of Sigil, the 
  handful that are left aren’t very strong allies. Relations are perhaps strongest with the 
  Dustmen, as both of the morose factions continue to carry out their duties solemnly side by 
  side in Sigil, Bleakers helping the poor, sick and dying, and Dustmen carrying away those who 
  the Bleakers couldn’t help. 
   
  Enemies 
  The Bleaker’s principal “enemies”, the Sign of One and the Mercykillers, are gone, with the 
  former joined with the Believers of the Source to form the Mind’s Eye, and the latter 
  splintered. The Bleak Cabal still don’t really like the Signers for thinking one of their old 
  factols to death, but they don’t hold it against the Mind’s Eye, so the Bleakers have purged 
  themselves of the bitterness and turned towards their work and themselves. While the Sons of 
  Mercy are being quite cordial and even a little helpful, any Sodkiller that comes along is bound 
  to crack a few skulls if the Bleaker doesn’t get out of their way. Overall, most other factions 
  are content to ignore the Madmen and leave them to their madhouses. 
   
  The Doomguard 
   
  Ely Cromlich stood aboard the ship. It screamed in pain, its living and demonic nature 
  betrayed by the injury. Though the ship swayed, his grip on it was tight despite his single arm. 
  But the vision of emptiness tempted him. Ever since pure annihilation had touched him, he 
  had dreamed of falling apart… of Pentar… and he realized that this would be his only chance 
  to be nothing at all. Taking a step off the ship as his allies cried out, he knew that the 
  enormous field of blackness that stood before him was more than simply a weapon. 
   
  It was the beginning of the end. 
   
  The Doomguard pay homage to entropy, believing it to be the only constant in the universe. 
  Some guard against the doom, while others guard the doom against those that would stop it. 
  But they are together in their belief of a constant descent, that the universe reached its peak 
  with creation and is now purely a downhill trip. Many Sinkers are mercenaries and warriors, 
  finding roles that engage in destruction on a daily basis, but some take a less obvious approach 
  using magic, piety, or other means. 
   
  Philosophy: Entropy is the only truth.  Everything falls apart. 
  Headquarters: Negative Quasielemental Planes. 
  Nickname: Sinkers (Ashers, Dusters, Salties, Voids) 
  Majority Races: Humans, tieflings, zenythri. 
  Majority Classes: Fighters, rogues, wizards. 
  18
  
   
  Factions 
   
  Factol: None 
  Prominent Members: Devland (LN male half-elf Ftr16 Doomguard (Asher)), Nagaul (NG female  
  dwarf Clr12 Doomguard (Voids)), Pereid (LN female human Rog20 Doomguard 
  (Dusters)), Roth (CN male tiefling Ftr15 Doomguard (Salties)), Spragg (LG male human 
  Expert10/Ftr5 Doomguard)  
  Alignment: Any. 
  Symbol: A horned, spined animal skull on a blue field surrounded by a yellow ring. 
   
  Philosophy  
  A single belief fuels the Doomguard: everything is falling apart. The only truth of the 
  multiverse is that it will end. In fact, it’s ending every minute of every day, with every flake of 
  rust, every aging body, and every waning power. It’s happening on a mass scale. Nobody could 
  stop it, even if everybody tried together. For every finger you stick in the dam to halt a leak, 
  another leak will spring from the pressure. Most people rage against entropy, or at least try to. 
  The Doomguard takes the opposite tack - why wait? Why not help it along? 
   
  It’s their take on entropy that has led most folks to think the Sinkers are insane or worse. Truth 
  is the reasons one might hasten the end are varied and not always malevolent. Some think the 
  multiverse is less than perfect, and the slate has to be cleared for a better order. Others think 
  the powers and mortals alike have a tendency to lengthen the lifespan of the planes beyond 
  their natural age, and that the Sinkers have to work to undo the harm this “preservation” does. 
  Some just want to see the multiverse end in their lifetime, and play a part in the biggest and 
  final event in the history of the planes. Others are simply inspired by the despair and chaos 
  entropy brings, and let it take permanent root in their souls. Whatever their reasons, they are 
  united in the belief that eventually the multiverse is going to crumble, and defying this end is 
  denying its purpose. 
   
  The Doomguard, however, in keeping with their tendency to break and disperse other things, 
  have broken and dispersed themselves. Currently four major sects call themselves Doomguard, 
  each representing a particular interpretation of their philosophy. Before the Faction War, there 
  had only been three subfactions, supposedly in keeping with the Rule of Threes. But any Sinker 
  can tell you that it’s easy enough for three pieces to become four, and tradition be damned. 
   
  The fastest growing splinter group is the Doomguard of Ash. A number of Doomguard led by 
  Spragg have embraced the belief that things are falling apart too fast, pointing to the Faction 
  War as a wake-up call to those Sinkers that think otherwise. Perhaps shaken by the destruction 
  unleashed during the war, the Ashers don’t view rapid decay with as much love as they used to. 
  Believing wholeheartedly that the multiverse has its own path to destruction, they think it is 
  wrong to accelerate its end, and perhaps cause unnecessary harm to the planes. One of their 
  older members, Devland, would simply gesture to the ash that surrounds their citadel, and 
  point out that there’s more than enough entropy already. Furthermore, if their faction falls 
  apart, who’s going to help entropy along when it does need help?  While most of their efforts 
  right now are being put towards healing their own wounds and unifying their faction, they seek 
  to curb the more excessive members of their faction, as well as slow the hemorrhaging of the 
  planes they believe the Faction War has begun. 
   
  While they were once the largest group, entropy has taken hold on the group now known as the 
  Doomguard of Salt, and their numbers dwindle due to their own destructive actions. These 
  folks believe that entropy has to be accelerated as fast as feasibly possible. They follow the 
  vision of their missing leader, Pentar, who previously led them, and Roth, the inheritor of her 
  legacy. While partial to accelerating natural cycles of decay, they have taken a more active 
  role by feeding weapons and information to both sides of the Blood War in an attempt to 
  intensify it. They also seem to believe that any Sinker that doesn’t subscribe to their view is a 
  pale mockery of the Doomguard as it once existed. Right now, this makes their main opponent 
  the Ashers, and they've come quite close to wiping Spragg’s faction out. Though they’re seen as 
  19
  
   
  Factions 
   
  dangerous maniacs by many of the other faction members, few can fault their dedication… as 
  well as the fact that they seem to have the largest stockpile of weapons, most of which were 
  “liberated” from the Armory of Sigil. 
   
  The more moderate view is taken by the Doomguard of Vacuum, who think that entropy is right 
  on schedule, and that Doomguard should act to speed or slow it on a case-by-case basis… if at 
  all. Led by Neraul, and the second-largest group of Doomguard, they have been allying 
  themselves with the Ashers in the interest of restoring the faction’s strength. Indeed, were it 
  not for their efforts, the faction might have fallen apart entirely by now. Of course, in a 
  decade, they might be working to halt the growth of the faction… if it survives that long. 
   
  Doomguard of Dust seem to be a more eclectic lot, not seeming to partake in one view on 
  entropy. Rather, they are unified by the fact that entropy has taken root in their souls. Led by 
  Pereid, and the largest current faction of Doomguard, many come across as chaotic as a 
  Xaositect, and some are undeniably mad. Others have been wounded during the Faction War 
  and other conflicts, and sport disfigured or scarred bodies. A growing belief in this citadel is 
  that entropy should be internalized - that only those that bear its mark, in one way or another, 
  can have a perspective on it. They are split between those that think entropy is moving too 
  fast, those that think it’s moving at a sufficient pace, and those that think that it isn’t moving 
  fast enough, but their belief in internal entropy is what has brought them together. 
   
  Brief History 
  Few know the history of the Doomguard as it predates the Great Upheaval. Pereid, the 
  Doomlord of Dust, has been heard to hint that the Doomguard actually predate the multiverse, 
  and that they were instrumental in putting the last one to its rest… “for its own good,” Pereid 
  might add. Of course, popular belief holds that she’s a lunatic among lunatics, but the idea 
  seems to have spread amongst the Doomguard to some extent. They believe that the belief of 
  their predecessors was somehow preserved and continues on through them, that they are 
  simply the purveyor of a multiversal law. 
   
  More accurate records point, instead, to a seemingly spontaneous formation of the group 
  during the Great Upheaval itself. It seems, from Guvner records of the time, that the 
  Doomguard originated from a half-dozen apocalyptic cults that saw the Great Upheaval as a 
  sign that the universe was due for destruction quite soon. United by their belief in impending 
  doom, they survived to become one of the fifteen factions that would control Sigil. Becoming 
  more organized in the aftermath, they took up the role of city guard, patrolling the city against 
  “doom”. 
   
  Centuries later, a charismatic body by the name of Molluus within the faction would spark a 
  change within the faction. He claimed that it was “doom” that needed protection, that entropy 
  was falling by the wayside in the light of the Lady’s new order. He attracted a number of 
  smaller sects and those few long-lived individuals who had been alienated by the Great 
  Upheaval, some of whom were deeply embittered over the loss of their own factions. A 
  common thread in their goals was revenge against the factions and the destruction of Sigil as a 
  whole. The Doomguard split, and it became clear to groups such as the Harmonium and the 
  Fraternity of Order that the Doomguard were no longer suited to be the guardians of Sigil. 
  Certainly, the actions of Molluus’ sect supported this, as his followers engaged on rampages 
  and strikes against what they called the “Lapdogs of the Lady”. The Lady, surprisingly, took no 
  apparent action against the folk that railed against her. 
   
  War broke out between the Doomguard and the Harmonium, with other groups throwing 
  support either way. Still, the Harmonium had numbers, and were able to force the Doomguard 
  into the Armory, where the Doomguard holed up for months. Even those who had previously 
  guarded against the doom were marked as members of Molluus’ faction by the Harmonium, and 
  were forced to side with Molluus or perish at the hands of the Hardheads. For months the 
  20
  
   
  Factions 
   
  Doomguard struck against the institutions of Sigil, until a vote of the other factols in the House 
  of Speakers threatened to revoke the Doomguard’s status as a faction. While Molluus 
  threatened to continue the battle without his faction status, he and many of his followers 
  suddenly vanished. With this threat hanging over them and cooler heads coming to lead them, 
  the Doomguard was forced to sign a blood pact that they would never instigate a war within 
  Sigil again. 
   
  Afterwards, the Doomguard took up the duty of creating and distributing weapons in Sigil, a 
  task their developing philosophy was suited to. The faction was still divided, however, and 
  would never truly find a unified base again. The older members believed that entropy was 
  something to be slowed, prevented, for it was moving too fast, while the newer members 
  instead believed that Molluus was on to something… even if he might have gone about it the 
  wrong way. They took up the role of speeding doom and hastening its end a bit more subtly 
  than Molluus had. Lastly, a few believed that both sides were wrong, and that the multiverse 
  was falling apart just fine, and that it would be better to study it, and prune where entropy 
  was lacking and preserve where entropy had grown too rampant. They came to serve a balance 
  within the faction in accordance with the rule of threes, one that went undisrupted until 
  relatively recently. 
   
  The Doomguard's last factol, Pentar, fell into much the same camp Molluus had. Voted by the 
  Doomlords into leadership due to her fanaticism and talent for destruction, she supported the 
  speed of entropy by any means. To this end, she supported those that agreed with her ends 
  solely, recruited the half-tanar’ri Ely Cromlich, supported the creation of the Ships of Chaos (a 
  tanar’ri/Doomguard invention of mass destruction), and made war upon the Great Modron 
  March. Her stoking of her sect within the faction made it the majority within a surprisingly 
  brief time. Many were inspired by her “devotion”, and she made sure any opposition met a bad 
  end. Most of her grander plans were cut short when she was Mazed by the Lady of Pain just 
  before the Faction War, however. 
   
  The Doomguard blamed the Harmonium and Sensates for Pentar’s disapearance, and the threat 
  of brewing conflict would make the Harmonium demand the Doomguard turn over the Armory 
  and all of its weapons. The Doomguard refused, and a battle broke out between the Sinkers 
  and Anarchists against the Hardheads and Martyrs. The Armory was destroyed, Ely Cromlich - 
  then leading the Doomguard - would be crippled by the escape of the Armory’s spheres of 
  annihilation… and the following war saw them suffering the largest losses of any faction. 
   
  Most of the Doomguard, after the Faction War, planned to flee back to the faction's citadels.  
  They weren’t much liked in Sigil, and they lacked a cohesive leadership outside of the 
  Doomlords themselves. Of course, without their portals in the Armory, they would have to go 
  back to the citadels the long way… and not all agreed on which Doomlord deserved to be 
  informed first. Still, where there's a will, there's a way, and many found themselves painfully 
  cashing in their beloved weapons and armor in order to buy passage on a genie exploratory 
  vessel… or dying trying to make it there the hard way. 
   
  The Doomlords were expected to make decisions about the faction’s future, and make 
  decisions they did - just not the same ones. Roth, Doomlord of Salt, who had already been 
  making deals with fiends for quite some time, had no interest in a “new direction” for the 
  Doomguard. Most of the old guard fell in with him, including the now-crippled Ely Cromlich. 
  Neraul, Doomlord of Vacuum, ended up hosting Spragg and those who followed him. Spragg 
  offered his direction - one of counter-entropy - to the Doomlord, and was rejected after a long 
  deliberation. Making their way to Pereid's citadel, Spragg and his followers discussed their 
  proposal with her at great length. Just when they thought they had won her over, another 
  group of Doomguard arrived and spoke with her privately, after which Spragg and his group 
  were forced out at sword point. It wasn't until they spoke with Devland, Doomlord of Ash, that 
  they found an ally. 
  21
  
   
  Factions 
   
   
  This split the Doomguard along two lines: those that fell in with Spragg and those that fell in 
  with Ely. Conflict was inevitable (and quick), with Roth and Ely - and a horde of tanar'ri 
  manning their Ship of Chaos - showing up on the doorstep of Citadel Exhalus in the interest of 
  wiping out their “traitorous” brethren. The assault on the Crumbling Citadel was fierce, and 
  the “Ashers” had little choice but to flee. As the Ship of Chaos tore apart the Citadel, the 
  secret of the Crumbling Citadel’s entropic qualities was revealed - it was home to a sphere of 
  annihilation far larger than any that's been recorded. For reasons known only to himself, Ely 
  Cromlich leaped from the ship and into the sphere. Furthermore, the sphere brushed against 
  the Ship, crippling it and killing the majority of the invading Salties. With both the Ashers and 
  Salties crippled, it seems the Doomguard has once again reached a stable condition … though 
  an uneasy one at best. The Doomguard of Ash have since retreated to Citadel Cavitius, where 
  they seem to have found a new home despite the undead spirits that reside there. 
   
  Though the Doomguard have not emerged with a clear leader, Spragg has grown from the 
  conflict and responsibility he's shouldered over the past few years. Far from what he once was - 
  Ely's quivering assistant - he's grown into the closest thing the Doomguard have to a new factol. 
  Though he doesn't have control of the entire faction - far from it - he has strong allies in 
  Devland and Neraul, and it seems more often than not Pereid is throwing in her lot with him 
  (though she's fickle at best). However, Roth remains firmly and violently opposed to him. 
    
  Goals 
  The Doomguard have finally started to gain influence on the Outer Planes once again, as the 
  four sects seek out new members, alliances, and things that need breaking. Talks have begun 
  with what's left of their former allies, and several strikes on the Harmonium by the “Salties” 
  have solidified Hardhead-Sinker hatreds once again, much to the dismay of the more liberal 
  and moderate Doomguard members. Still, it's clear that the Doomguard are making noise across 
  the planes - and even Sigil - once more. 
   
  Largely, the Ashers have been consumed with ensuring their own survival, but it’s said that 
  they’re finally getting the chance to look outward at the planes and ponder their more long-
  term plans. Many have wondered as to how they have managed to settle into Citadel Cavitius - 
  a place tainted with dark spirits and necromantic magic - with relative ease. However, the 
  secret of it seems closed to all but Spragg, Devland, and their closest supporters. 
   
  The Salties have thrown their weight into making sure the damage from the Faction War never 
  heals. Whether they’re working to support the Blood War in faction-held locales or striking 
  against groups like the Harmonium directly, they seem dedicated to making sure the other 
  factions remain destabilized and dispersed. 
   
  The Voids are focused on preserving the Doomguard, divided views and all. Serving as the 
  conservators of the Doomguard cause, they have worked to offer support and insight to the 
  other groups, seeing themselves as enlightened in regards to perceiving entropy. 
   
  Finally, the Dusters seem to lack any real unified goal other than spreading the word of their 
  “new path”. They have begun to filter into places like Sigil, spreading their philosophy of 
  enlightenment through self-destruction. Some more fanatical members are said to be going 
  around scarring people - physically or mentally - to spread their word in a more direct fashion, 
  but if such is the case, reputable reports have substantiated it. Certainly, it would go against 
  the entire point of the idea of self-destruction. 
   
  Allies 
  Separated as they are from much of planar politics now, the Doomguard have had difficulty 
  maintaining contact with their former allies. Since few of them save Pereid’s group are 
  22
  
   
  Factions 
   
  numerous enough to see their goals furthered alone, many have looked to others they can 
  influence or gather support from. 
   
  A close alliance with the Dustmen may not seem unusual initially, but is stranger when you 
  note that they've sided exclusively with the Doomguard of Ash. Some say the secret of it is that 
  some timely assistance on the part of the Dustmen is the only reason the Ashers have been able 
  to squat in Cavitius, and that Spragg or Devland is now beholden to an undead of one sort of 
  another. Others say that some dark of the place allowed them to settle there, and that their 
  alliance with the Dustmen is due to something they had to offer the Dead. 
   
  As for the Salties, rumor has it they’ve been working with fiends to take up a presence and 
  secondary headquarters somewhere on the Lower Planes, a position that they can then use to 
  more comfortably spread entropy across the multiverse. Some say they’ve been indirectly 
  supporting the splinter cells of the Revolutionary League, hoping that the Anarchists will strike 
  the decisive blow against groups like the Hardheads once and for all. 
   
  The Voids seem to have sought few allies outside the faction, instead just working to find key 
  allies within the Doomguard itself. It is said, though, that they are closely allied with, or 
  possibly even the originators of, this newly formed Cult of Sferus. The cult worships the giant 
  sphere of annihilation that erupted from the Crumbling Citadel, believing it to be a power of 
  its own. Granted, there’s no way to communicate with it, and it doesn’t have any proxies, but 
  the members seem to be getting spells from their worship regardless. 
   
  The Xaositects have come into close alliance with the Dusters, though this seems to be a purely 
  informal affair. The line between chaos and entropy is a thin one, and a number of Chaosmen 
  have gone over the Duster cause and vice versa. Furthermore, they have cooperated several 
  times on goals either one faction or the other might normally seem to have no interest in. The 
  exact nature of this symbiotic relationship is unclear, however, and most expect it to end any 
  time now, with Chaosmen turning on Pereid’s Doomguard. 
   
  Enemies 
  The Harmonium is largely unaware of the Doomguard's ideological split, and recent events have 
  caused them to consider most members of the Doomguard enemies by association if nothing 
  else. In turn, many Doomguard blame the Harmonium for the sorry state of their faction. The 
  anger between the two groups is one of the fiercest on the planes, despite the desire of the 
  more level-headed Doomguard to avoid reviving old hostilities during this fragile time. 
   
  Still, the enmity between the Doomguard and the Fraternity of Order has yet to be revived. 
  The Dusters haven’t struck against them yet, feeling that the Guvners are relatively inoffensive 
  and can be dealt with when they turn their attention to Mechanus. Thankfully for the Dusters, 
  the Guvners consider the Doomguard sufficiently broken as to not prove a true threat to their 
  studies and power. 
   
  The Dustmen 
   
  “Tsalak?” 
   
  The older Dustman glanced at his companion as the youth hefted another corpse onto the 
  wagon, but said nothing. 
   
   “What do you think comes after True Death?” the young aasimar asked. 
   
  23
  
   
  Factions 
   
  Tsalak shook his head, maneuvering the corpse into a stable position on the pile so it wouldn't 
  fall off when the wagon started moving. “Ah, Marn. Curiosity. You're going to have to rid 
  yourself of that if you ever want to reach True Death.” 
   
   “But what comes after True Death? Lynia says we are reborn into Life. Horkozie says there's 
  nothing, that we're gone forever. Raan says - “ 
   
  Tsalak climbed on the front of the wagon, and motioned for Marn to get on. “And Tsalak says 
  if you'd spend more time trying to rid yourself of curiosity and other passions and less time 
  trying to indulge them you could reach True Death yourself and find out.” 
   
  As Marn leapt onto the back of the wagon and steadied his perch atop the corpses, Tsalak 
  shook the reins, and the Arcadian ponies started forward. 
   
   “But - what if what comes after True Death isn't something I want to get to?” 
   
  The old genasi sighed and stopped the wagon. “Marn. Look down. Look at those corpses you're 
  standing on. Look at their faces. Look well. 
   
   “Do they look fulfilled? Do they look like they've reached peace? No? That's because they 
  haven't. That's because deep down, they know there was more they had to do. Our belief in 
  True Death isn't something unique to the Dustmen, Marn. Everyone knows it, deep down. It's 
  just that most sods are too blinded by their passions to admit it to themselves.” 
   
   “Strive to eliminate your passions, Marn. Strive to become ready for True Death. Because 
  deep down, you know that's the next step you need to take.  And because if you don't, then 
  when you do die, you'll end up like them. Unfulfilled. Frustrated. And then you'll just have to 
  start all over.  Do you want that?” 
   
  Marn didn't answer, and Tsalak started the wagon forward again. The clip-clop of the ponies' 
  hooves echoed through the dark. 
   
  Stoic, calm, dead expressions… their nickname “The Dead” describes the Dustmen best.  
  Believing that this life has no meaning and that everyone is already dead, they come off as a 
  little bit creepy. They run the mortuary of Sigil, and have always done so as far back as anyone 
  can remember. The Dustmen try to eliminate their emotions, and many succeed to the point 
  that it is nearly impossible to get a rise out of them; even insulting or threatening one of the 
  Dead makes no difference. If a basher manages to rid himself of all emotion, the Dustmen 
  believe, then he can finally reach True Death - for everyone in this multiverse is dead, and this 
  multiverse is only a shadowy afterlife. 
   
  Philosophy: No one is truly alive; all there is to do is strive for True Death. 
  Nicknames: The Dead, Dusties. 
  Headquarters: The Mortuary of Sigil, with outposts on the Negative Energy Plane. 
  Majority Races: Half-elves, humans, and tieflings. 
  Majority Classes: Clerics, monks, and wizards. 
  Factol: Currently none 
  Prominent Members: Iunne (CN male asuras Dustmen), Komosahl Trevant (NE male human  
  Wiz13 Dustmen), Oridi Malefin (N female tiefling Cle19 Dustmen), Silidath (NE female 
  shad Wiz5/Rog5 Dustmen) 
  Alignment: Any, with evil and neutral tendencies. 
  Symbol: An elongated skull, front view, with a collarbone, over a field of purple. 
   
  24
  
   
  Factions 
   
  Philosophy 
  The world is a miserable place, an endless cycle of death and sadness. Cruelty, brutishness, 
  and greed are common throughout the multiverse, and even expected in some places. The 
  quality of “life” is in the gutter. But of course, that's because this isn't “life” at all. It's the 
  afterlife, and it's not a pleasant one. 
   
  The Dead believe that we've all lived and died already, and this is what comes next. Life is 
  about joy and celebration, after all, yet the multiverse is filled with conflict and suffering. 
  Instead of positive feelings, there is pain. Instead of growth, there is only death. No, this 
  cannot be life. This is a twisted mockery, a shadow of what life really is. 
   
  The only goal now is to achieve True Death and pass beyond this miserable stage of existence. 
  What comes after True Death? Well, that’s up for debate. Some believe that after True Death, 
  a body comes back into True Life, and has a chance to live again where he lived before, a place 
  far more vibrant and real than this pale post-mortal shadow. Others believe that it's not True 
  Life that comes after True Death, but a true afterlife, where joy and real happiness are the 
  only things there are, and pain is unknown. Still others believe that True Death is oblivion; that 
  what it brings is a permanent end to the soul and to consciousness. What all the Dustmen agree 
  on, however, is that whatever comes after True Death, it has to be better than this. 
   
  That doesn’t mean that they go around looking for death. Just dying ain't enough; a body's got 
  to have prepared himself right to get to the next stage after True Death. One has to truly 
  understand this stage of existence, its trials and its hardships, before being ready to move on. 
  Otherwise, well, he'll probably just end up right back here and have to go through this painful 
  afterlife all over again - and wouldn't that be a waste of time? So Dustmen don't really want to 
  die until they're ready for it, nor do most go about rushing others to - if they aren't ready for 
  True Death, then putting them in the dead-book won't do anyone any good. Even of those who 
  think they are ready for it, many want to stick around to help shepherd others to the right 
  paths. Thus the Dustmen feature an odd mix of apathy and altruism, though very few 
  appreciate their generosity. 
   
  Stoicism is a common trait among the Dustmen: this is only an afterlife, and anything that 
  happens here doesn't really matter except insofar as it brings a body closer to True Death.  So 
  why bother caring? And as far as cares are concerned, the Dead don’t have them. A sense of 
  aloof pity is common; the Dustmen feel sorry for those who don’t see the big picture. But then, 
  pity is a feeling, and so even that is something of which the really advanced Dustmen try to 
  divest themselves. 
   
  Sometimes, though, some of the Dead get a bit overzealous in their striving against passion.  
  That may seem like a contradiction in terms, but the resulting condition, called the Apathy, is 
  very real. Those afflicted become so detached and apathetic that they don't even care about 
  eating and other basic tasks.  Now, elimination of all passion and desire is one thing, but not 
  even caring about day-to-day existence… well, that's not going to get a body any closer to True 
  Death. Fact is, many Dustmen call the Apathy “False Death”, because it's superficially similar 
  to death in some ways but ultimately it's something a body’s going to have to shake off if he 
  wants to advance. Some do - there have been cases of recovery from the Apathy. But far too 
  many who fall victim to the Apathy end up just withering away and dying, or losing their drive 
  to find True Death and joining the Bleakers. 
   
  As far as the Dead are concerned, primes are only beginning the path of True Death; they are 
  too caught up in trying to live in this existence to understand the stages of death. Planars are 
  wiser about the multiverse, knowing more about the processes and ends of “death” here in the 
  afterlife, but only some recognize that it is an afterlife, and that it's True Death they need to 
  reach. Petitioners and proxies are both in dead-end positions, even if they are closer to True 
  Death than most. The petitioners are focused on merging with their plane, and proxies on 
  25
  
   
  Factions 
   
  serving their powers, when both should be looking toward True Death. Perhaps the closest 
  beings to True Death are the undead. Purged of passion and attachment to “life”, they have a 
  purity few can know. Ironically, unintelligent undead may be devoid of emotion, but they lack 
  the sentience to appreciate their nearness to True Death. The free-willed undead, on the other 
  hand, should be most able to appreciate their position - and yet even they tend to cling too 
  fiercely to “life” to be ready for True Death. 
    
  Brief History 
  No one knows when the Dustmen were founded; they've been around as long as anyone 
  remembers. Most believe the faction was founded by Skall, the former factol, about 600 years 
  before the Great Upheaval, but this seems to have been only when certain details of the 
  faction's structure were formalized; they'd been around in some form long before then - maybe 
  for thousands of years before then. How had Skall been around so long? Well, stories differ 
  about that. Maybe he was just a powerful wizard, and able to prolong his life indefinitely - but 
  the opinion is becoming increasingly popular that Skall was actually undead himself, probably a 
  lich or maybe a vampire. Skall only ever seemed to interact with other Dustmen by project 
  image, so it's not as if anyone really knows for sure what he looked like. Anyway, whenever it 
  was that the Dustmen were founded, they've remained pretty quiet since. They don’t tend to 
  bother people, although their ideas anger factions with more positive outlooks on the 
  multiverse. 
   
  During the Faction War, the Dustmen lost Skall's leadership.  At first, most of the Dead assumed 
  that he found the secret of True Death and ascended, but later after the War when it turned 
  out that other factols had also vanished it became clear that he had probably shared the same 
  fate as the others, presumably banished to the Mazes. The Dead remained neutral during the 
  War, tending the dead of both sides equally. After the War, though, the Dustmen had to come 
  to terms with Skall's disappearance. For most other factions, the disappearance of the factol 
  wasn't all that important; there were plenty of others who could fill the vanished factol's role. 
  But Skall wasn't only the factol of the Dustmen; he was the founder, and in a sense in many 
  Dustmen's minds he was the faction. It seemed hard to see how the faction could continue 
  without them. 
   
  And for a time, it didn't. After the Faction War, the Dustmen officially disbanded. Individual 
  Dustmen continued to work to clear the dead from the streets, and privately they continued to 
  believe as they had and to strive for True Death, but they didn't associate with each other or 
  have any sort of hierarchy. It didn't take long, though, to realize that this was foolish - worse, 
  it smacked of sentimentalism, which is something the Dustmen should do their best to avoid. 
  So gradually, and without any sort of official purpose, the faction reunited. They haven't gotten 
  around to choosing a new factol, and maybe they never will, as they work well enough without 
  one. 
   
  Goals 
  The Dustmen have never been a goal-oriented faction. Mostly, they're just doing what they’ve 
  always done - tending the dead and working towards True Death. There are always rumors that 
  the Dustmen are trying to start a mass “conversion” of everyone to their way of thinking, but 
  nothing has been proven. 
   
  There are, though, a few things the Dustmen do want to do - well, not so much want, as think 
  may be useful for their work. Maybe the biggest one right now is to find a new place with 
  enough portals to serve as a funerary center, like the Mortuary used to be. There was some 
  chant shortly after the War that the Dustmen were going to buy the Hall of Speakers from 
  Harys Hatchis, but nothing ever came of that; either they decided it didn't have enough 
  portals, or the story was just rumors to begin with. In any case, the Dustmen don't seem to 
  26
  
   
  Factions 
   
  have found another building that will serve their purposes, at least not one with an owner 
  willing to sell it. 
   
  So far, the Dead have chosen to try to solve this problem in at least two different ways - and 
  the faction's current lack of centralized leadership means that there's no one to say which way 
  is officially preferred. Some Dustmen just use what few portals there still are in the Mortuary, 
  not bothering to try to customize the corpse's disposal to the individual as much as they did 
  before.  Others use portals not in the Mortuary; it's a fairly common sight now to see Dustmen 
  conducting a funeral service on some street corner or in some tavern that happens to have a 
  portal to the right plane. Still, even though the Mortuary doesn't have all the portals that used 
  to make it so convenient, it remains the Dustmen's headquarters. They've got too much 
  invested there to make it easy to pull up stakes and move. Besides, why should they? Sure, 
  another place with more portals might be more convenient - but a desire for convenience is… 
  well, you know the rest. 
   
  Another interesting development of late is the possible reappearance of Skall.  A number of 
  Dustmen have reported seeing Skall himself in the Mortuary recently. Has Skall escaped from 
  the Maze he was cast into? Or has he found a way to project an image from the Maze? No one's 
  sure, but there are those who are convinced he's back, and are working to try to get things 
  ready for his return as factol. Others, though, ain't so sure. Not that they think all those who 
  said they saw him return are lying or barmy, of course, but… if Skall was only projecting an 
  image anyway, what's to prevent someone else from projecting a similar image and pretending 
  to be him? The fact is, though, that Skall's important enough to the faction that most of the 
  Dustmen high-ups think any reports of his possible return need to be investigated. Maybe he's 
  really back; more probably it's an impostor; but either way they need to find out for sure. 
   
  Allies 
  The Dustmen don't have any “allies”, per se; they tend to work alone, and try to avoid getting 
  caught up in the matters of other factions one way or the other. In practice, though, they do 
  get along better with some factions than others. They share with the Bleak Cabal and the 
  Doomguard a certain sort of nihilism, and often find common cause with both of those two 
  factions. To a lesser degree, the Dustmen also find some things to like about the Athar and the 
  Xaositects, who do seem to see through some of the veils of meaning on the false life they're 
  in. They likewise respect the Guvners, Indeps, and Ciphers, who have some respect for learning 
  and progress; but all of those factions remain too wedded to their passions and desires to find 
  True Death. 
   
  Enemies 
  Just as the Dustmen have no true allies, they have no true enemies, either. However, some 
  factions keep a cautious eye on them. The Harmonium and the Sons of Mercy tend to watch the 
  Dustmen, not interfering, but suspicious. The Anarchists… well, they seem opposed to 
  everyone, and the Dustmen see little to admire in their zeal and passion for their work. The 
  Fated also seem too focused on desire to get along well with the Dustmen philosophy. The 
  Sensates are far too intent on savoring the supposed pleasures of this “life”, and are blind to 
  its emptiness and unreality - or, from the Sensates' point of view, the Dustmen are too intent 
  on ignoring what's beautiful about life. And as for the Mind's Eye… well, it don't take a genius to 
  realize that their ideal of progression through successive incarnations runs directly counter to 
  the Dustmen's desire to find True Death and end their time in this multiverse. 
   
  The Fated 
   
  We must regroup; we must survive. And we will; we always have. Darkwood’s actions have 
  shone a harsh, unblinking light on us all. It will be years, maybe decades, before we are able 
  27
  
   
  Factions 
   
  to leave behind his crimes, before we are no longer held responsible for what has happened. 
  But we are strong, and we will overcome any obstacle. The Sanctuary’s halls burn with the 
  energy of our fellows, brighter in these troubled times than they ever have before. Wanderers 
  from across the vast planes return with tales of their exploits, and a spirit of cooperation 
  once lost has returned to our beleaguered faction. Even as we hold our individuality and pride 
  in our hearts we come together in the face of adversity. Here, in the golden fields of Ysgard, 
  where each strives for his or her own excellence, our faction begins anew. 
   
  - From The Secret History of Sigil, as penned by Brigitte Gunnarsmoon. 
   
  The Fated are possibly one of the most distrusted groups in the multiverse. Their leader was 
  responsible for the calamity of the Faction War, and everyone knows it. Although the members 
  of the Fated weren’t aware of their factol’s true ambitions at the time, they were wise to 
  scarper out of Sigil when they did. Now, they make their way the best they can in the planes of 
  the Great Ring, and they find it just as unforgiving as any cold-blooded Taker. 
   
  See, the Fated don’t believe in pity. They recognize the multiverse is a tough place, but they 
  say everyone’s the master of their own destiny, and there’s no one else to blame. Everyone has 
  the potential to make it big, but only those who are really work for it are going to get 
  anywhere. The multiverse belongs to those who can hold it, and if you fail along the way, it’s 
  because you weren’t trying hard enough. 
     
  Philosophy: Everyone’s responsible for themselves. For good or bad, you carve out your own  
  fate.   
  Nicknames: Survivors, Takers, the Heartless.  
  Headquarters: Ysgard. 
  Majority Races: Bariaurs, dwarves, halflings, humans, tieflings. 
  Majority Classes: Barbarians, rangers, rogues. 
  Factol: Aram Oakwright (CN male dwarf Ftr 6 Fated) 
  Prominent Members: Rayl Whitespoon (CN female githzerai Ftr4/Wiz6 Fated), Brigitte  
  Gunnarsmoon (CN female frost giant Expert4 Fated), Shorash Ambergrove (LN male 
  aasimar Rog16 Fated) 
  Alignment: Any except lawful good. 
  Symbol: A hand gripping a golden walking stick against a purple background.  It has been  
  adopted to highlight the faction’s change of emphasis, but detractors claim the stick’s  
  actually a cudgel. 
   
  Philosophy 
  The Fated believe that the multiverse and everything in it is up for grabs.  Those who are 
  strong enough to hold on to something deserve it. This covers everything from material wealth, 
  to land, to the abstract ideals that make up the multiverse. A body needs to pull himself up by 
  his own strength in the end, and if they fall, it’s no one’s fault but his own. Luck, chance, fate, 
  those are all shams. A true Fated grabs the woven threads of the Norns, and snaps ‘em in 
  twain. Then he moves on, and does what he needs to do to make the future he wants.  Sure, 
  there’s all sorts of names thrown at the Fated, like heartless and cold-blooded. Just the 
  squalling of babes, who are too weak to stand on their own two feet. Instead of doing 
  something about it, they try to bring down the successful with words like knives. Well, the 
  Fated have a nice, thick skin.   
   
  And truth is, those poor fools have got it all wrong. The Fated aren’t petty thieves and thugs 
  (at least not for the most part). They’re individuals first and foremost. Most are the fair-
  minded, upstanding sort. Being a Taker doesn’t mean grabbing everything in sight, and it 
  doesn’t mean you can’t give someone a fair shake. But when you want something, you make it 
  yours with everything you can muster. All but the dimmest realize not everything can be won 
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  Factions 
   
  by force. But even finding love and happiness takes force of will, an inner strength that too 
  many lack. 
   
  Never show weakness or softness. Never be a coward. It’s courage to stand up for what you 
  want and what you believe that’ll get you places. Anytime you see someone in the gutter, just 
  remember whose fault that is. Any self-respecting body wouldn’t wallow about in the mud 
  there, asking for handouts. A body has to be self-sufficient. ‘Cause when it comes down to it, 
  there’s no one else looking out for you. The only one with your best interests at heart is your 
  own self. 
     
  Brief History 
  The Fated keep the truth of their early days close to their chests. They were banging about the 
  Cage for quite some time, having had the foresight and wherewithal to set up the Hall of 
  Records and become Sigil’s tax collectors. The Hall of Records contained files on almost every 
  transaction and title of ownership that had any importance in Sigil. Birth, marriage, and death 
  certificates were kept in the Hall, along with histories and census records. The basement held 
  the extensive archives acquired when the Fated foreclosed on the original owners of the Hall, 
  Bigby’s College of Academic Arts. These archives came in very useful indeed, and became the 
  basis for The Secret History of Sigil, the Fated’s greatest collection of information on the 
  factions. This research project was continuously added to, and also contained the history of the 
  Fated itself. 
   
  Not much else is known about the history of the faction. They have always had a presence on 
  several other planes, most notably Ysgard, where a large number of the inhabitants belong to 
  the faction. The strong thrive in the fields of Ysgard, and the relationship was natural. The 
  Fated seem to have begun there, having learned valuable lessons of survival and self-
  sufficiency. From there, the faction spread throughout the planes, learning how to cope with 
  the various conditions on the Great Ring, finding ways to survive, and even thrive. As time 
  passed, they turned their attentions to more than merely getting by, especially when they 
  came to Sigil. Many Fated came to hold positions of power throughout the planes, sometimes as 
  rulers, but more often as right hands or other powers behind the thrones. The Fated tend 
  towards subtlety and manipulation, and staying behind the curtain gives their power more 
  longevity than if they were out in the open. 
   
  Duke Rowan Darkwood became factol by getting the dirt on Emma Oakwright, the factol before 
  him.  Darkwood had only been in the Cage for a short time, but he was a quick study. 
  Ambitious enough to put most Fated to shame, he set his eyes on nothing less than Sigil itself. 
  He made plenty of enemies along the way, from his own faction as well as the rest. His plans 
  all came together when he finally got hold of something to use against the Lady herself. That’s 
  when he set the Faction War in motion. 
   
  Of course, Darkwood’s plans didn’t work out the way he’d planned, and he was sent to the 
  Mazes with the rest of the factols. The whole power structure of the factions came tumbling 
  down, and the Lady blew the pieces to the winds. When the ragged factions started comparing 
  notes, they figured out that Darkwood had played the lot of them, manipulating events and 
  bringing about this whole sorry state of affairs. The Fated made themselves real scarce when 
  that came to light, with most of them scurrying back to Ysgard. Their headquarters there used 
  to be called Rowan’s Hall, in honor of their leader, but now it’s simply known as the Sanctuary. 
  Any Fated’s welcome to make it their home whenever need be. Naturally they have to work for 
  the privilege, but it’s better than being out in the cold. Although they’ve lost the Hall of 
  Records (and the Hall’s lost the records), Darkwood had The Secret History of Sigil moved here 
  shortly before the War. The information contained in the history may be the key to the Fated’s 
  return to Sigil. Historian Brigitte Gunnarsmoon has been put in charge of maintaining the 
  archives, and incorporating new information.  
   
  29
  
   
  Factions 
   
  Recently, the Ring-Givers abandoned Skeinheim, their headquarters in Ysgard. This used to be 
  the headquarters of the Fated, but it fell into the Ring-Givers’ hands. The Takers claimed that 
  they were tricked, and have never forgiven the upstart Ring-Givers. The Fated tried to take the 
  town back several times over the years, but the Ring-Givers beat ‘em back each time. Since 
  the Ring-Givers pulled up stakes, a number of the Takers have moved back in. Many of the 
  Fated are sure it’s some sort of ploy, and they still give Skeinheim a wide berth.  
   
  Aram Oakwright, Darkwood’s former right hand at the Hall of Records, has shoved his way to 
  control of the faction. He’d been eyeing the top spot since Darkwood took it from his cousin. 
  Oakwright is a master at trading and selling information, and with The Secret History of Sigil at 
  his fingertips, he’s been able to keep most competitors at bay. His position is still precarious, 
  though. The other ambitious sorts are looking for any way to topple him they can, while a good 
  number of Fated aren’t looking to replace Darkwood with another power-hungry bastard. To 
  the more forward-looking Survivors, Oakwright is a dangerous anachronism, the sort of conniver 
  that made them pariahs in the first place. Some of ‘em have simply chosen to ignore him for 
  now; they’re too busy forging their own paths to bother with him. 
         
  Goals 
  Just getting by in these times is a pretty big goal in and of itself for the faction. Although none 
  of ‘em were privy to their former factol’s plans, the members of the Fated are even less 
  popular than they used to be. One of the things they need to accomplish is brightening their 
  image, and there are several ways they’re going about accomplishing this. 
   
  The Fated are trying to at least pretend they’re friendly folks, and if not offering outright 
  charity, at least offer a helping hand here and there. They expect to be paid for their help in 
  some fashion, but they usually cut a fair deal. They also try to show a body that their driving 
  philosophy ain’t so bad, after all. They point out the fact that anyone’s welcome to join (unless 
  they’re paladins or some such). They may be elitists, but it’s not because they stop anyone else 
  from trying to be the best they can be. The best example of this campaign is Shorash 
  Ambergrove, an aasimar with a personality as bright as his skin. Shorash travels the Great Ring, 
  offering seminars (for a fee) on how to reach a person’s full potential. He also sells a book 
  containing all sorts of advice and little phrases a body can repeat to himself to keep a positive 
  attitude. A lot of folks have joined up with the faction after going to a seminar or two. Shorash 
  hasn’t made it to the Cage, yet, but it’s only a matter of time. The Fated, by and large, are 
  working hard to regain respect, and try to show themselves as self-reliant cutters to be 
  admired, not feared and despised. 
   
  Many of the Takers are scrambling for any plot of land they can get hold of in the planes, 
  especially the Outlands.  Even in the infinite multiverse, territory is a valuable commodity. 
  Oakwright is especially interested in Glorium, Ysgard’s gate-town. The town’s chieftain, 
  Flatnose Grim of the Free League, has always resisted the Fated’s attempts to gain a foothold 
  here. Oakwright figures he’ll take Glorium by force of arms if it comes to it. Rayl Whitespoon, 
  who used to run the Rowan Academy of Training, has distinguished herself in several sorties 
  across the planes, particularly in the battle for Kra’thinkar, a githyanki fortress built on the 
  corpse of some nameless deity. While this has given the Fated a base on the Astral Plane, it’s 
  whispered that the real reason for the dangerous assault lay in a long-standing grudge between 
  Whitespoon and H’r’kai, a prominent githyanki knight of Kra’thinkar. Some people wonder how 
  Darkwood could have ever had the guts to spurn Whitespoon for Factol Nilesia. 
   
  Many of the less militant Takers have taken control of caravan lines, or have otherwise opened 
  or maintained existing merchant ventures. Several caravan routes across the Outlands and 
  throughout the Outer Planes bring goods to gate-towns, realms, and the Great Bazaar of Sigil. 
  Some of them quietly support Oakwright’s plans for Glorium, hoping they can gain access to 
  Yggdrasil’s pathways. 
   
  30
  
   
  Factions 
   
  In general, the Fated have fallen back on the skills that made them special in the first place. 
  When a Survivor sets his mind to knowing a plane, few can approach his skill. The Fated know 
  how to endure the unforgiving nature of the Great Ring, and some note with pride their forays 
  into the inimical Inner Planes and the like. Many Fated have taken up the job of guide, for 
  individuals or caravans. The Survivors operate way stations, inns, and toll bridges, and offer 
  places to hire guides, even along a number of caravan routes they do not explicitly control. 
    
  Allies 
  The Fated never had many friends to begin with, and that isn’t changing since Faction War. 
  They still tend to get along with the Free League, as long as their individual goals don’t clash 
  and the Fated bring a lot of goods to the Great Bazaar of Sigil, or help protect the routes. The 
  Fated used to have some tenuous links with the Mercykillers. Of the two splinter groups born of 
  that dead faction, the Sons of Mercy don’t think much of the Fated (and the feeling’s mutual). 
  The Sodkillers have quite a bit in common with the Fated though, and sometimes they work 
  together with the Takers, while other times it comes to blows, depending on the situation. 
   
  Enemies 
  Pretty much everyone else qualifies as an enemy. Most bodies are still wary of the Fated, and 
  none of the factions seems interested in forgiving them for the war. The Fated still holds 
  grudges against the other big group in Ysgard, the Ring-Givers. Their philosophies don’t mix 
  well, and that’s caused quite a bit of strife over the years. 
   
  The Fraternity of Order 
   
  “What is it with that racket?” The old man slowly shifted, pulling himself out of his chair. “I’d 
  have found the dark of the gears by now if it weren’t for these infernal interruptions!”  
  Making his way out of his lab and wandering down to the foyer, he followed the shouts, 
  mechanical buzzing sounds, and noises of war erupting from the supposed sanctuary of the 
  Fraternity. He barely blinked as a whirling blade slid in front of his face, giving his mustache a 
  neat, if uncalled for, trimming. Other Guvners, bearing weapons both ancient and modern, 
  moved about in a symphony of order that might seem like chaos to an outsider. But they 
  responded in an organized manner, perfectly in line with local protocol, to ward off the 
  hostile creatures in their midst. 
   
   “Dear. What seems to be going on?” 
   
  A younger, unshaven Guvner cried out, “We brought it back from Acheron!” 
   
  More voices added to the chorus, shouting over the clangs of steel and the crackling of bizarre 
  devices, “They called it a ‘clockwork horror’!”… “It seems to have originated on Baritus, a 
  prime world where there are…”… “You leatherhead! You think a prime could come up with 
  something like this?!” 
   
  The old man watched as the adamantine insect sawed one of his fellows cleanly in half, 
  without even flinching. “My. I don’t suppose any of you would mind if I took some notes…?” 
   
  The Fraternity of Order isn't what a body might think. First of all, they aren't concerned with 
  keeping the order - that's the Harmonium. Secondly, they just aren't as… well… orderly as they 
  used to be. Getting booted out of Sigil by the Lady shook them up but good, and inserted a bit 
  more chaos into the stagnant mix that the Guvners used to be. But their core philosophy still 
  revolves entirely around laws and the order therein. See, according to them, it’s very 
  important to understand laws… whether they're the local statutes or the universal axioms all 
  creatures are forced to live by. To them, understanding the laws - the Orders - things work by 
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  Factions 
   
  is vital to manipulating things to be the way people want them and need them. Of course, the 
  sort of power that information grants isn't bad, either. And it's no secret that the Guvners are 
  looking to be in charge of it all, sooner or later. 
   
  Of course, if you listen to them long enough, you just might think that they are in charge. And 
  if their theories are correct, that just might be the case… 
   
  Philosophy: Learn the laws that govern the multiverse and gain power through them. 
  Nickname: Guvners. 
  Headquarters: The Fortress of Disciplined Enlightenment in Mechanus. 
  Majority Races: Dwarves, humans, gnomes, zenythri. 
  Majority Classes: Psions, wizards. 
  Factol: Jamis (LG female human Clr12 (Oghma) Fraternity of Order) 
  Prominent Members: Nancias Garabutos (LN female human Wiz11 Fraternity of Order) 
  Alignment: Any non-chaotic. 
  Symbol: A dagger with a blue handle, pointed upwards. Blue curls over from the top, branching  
  and splitting as it falls down - as if being cut by the dagger itself. The blade of 
  knowledge reveals the truth. 
    
  Philosophy  
  Knowing the law is one thing, and relatively uncomplicated, even if it can be taxing and time-
  consuming to study it. But knowledge of how to use laws is where real power comes from. 
  Think of it this way: a man might not know he can use a boulder as a weapon until he 
  understands that the law of gravity will let him push it off a ledge, or, even better, the law of 
  action and reaction that lets him construct a catapult that flings the boulder as far as he needs 
  it. Imagine that on a multiversal scale, and you’ve got an inkling of what the Guvners are 
  aiming for. 
   
  The Fraternity of Order believes there are three types of Orders. The first are called Rules, 
  created by sentient beings to govern themselves and resolve disputes. The second are called 
  Laws, which derive from the powers. Most Laws are the natural laws of a given plane - the 
  cycle of time in the Outlands, for example. The third are known as Axioms. Axioms are laws all 
  things - inanimate or alive, divine or mortal, planar or prime - must adhere to. Some Axioms 
  are referred to as Great Axioms, which it’s said only the powers can really understand. 
  However, if by some chance a mortal does come to fully understand one, one might move on to 
  an existence more capable of withstanding that knowledge. Whether this means becoming a 
  power or something else is entirely theoretical. 
   
  Another trick to laws is discovering loopholes. By using loopholes in Orders, one can win court 
  battles, devise a device that boils tea nicely, or even bend Axioms to perform actions that 
  might otherwise be impossible. With loopholes, it’s possible to do anything… a body’s just got 
  to uncover the secret to it. The loopholes of Rules are useful in the court, the loopholes of 
  Laws are useful in the lab, and the loopholes of Axioms… well, they’re useful anywhere, though 
  one can only cheat the universe itself so many times before it wises up. 
   
  Some Guvners argue that Rules are not created by mortals, nor are Laws created by powers.  
  Rather, they are discovered, and the truth is that there’s a universal set of such Orders, and 
  that some may become lost or misunderstood, while others simply haven’t been discovered 
  yet. People may think they’ve written a new law, or a power may think its edict is its own, but 
  they’re just introducing (or rediscovering) a previously unknown Order. While some may argue 
  that there is no such thing as universal Rules and Orders due to the seemingly varied laws of 
  different planes and realms, such Guvners would counter with the idea that Rules and Orders 
  can be different between places and times. In their mind, that simple fact doesn't mean there 
  isn't an underlying order behind their variations of absolutes. 
   
  32
  
   
  Factions 
   
  Though they may seem monolithic and homogenous to outsiders, the Fraternity of Order is 
  often divided between different viewpoints. While they're all undeniably dedicated to law, 
  they have varying viewpoints on what those laws might be. Even what is considered to be 
  “known” is somewhat self-contradictory, and the Guvners realize it's hard for them to see the 
  whole picture. Therefore, different bureaus have been devised to help solve this problem. 
  Sometimes they are formed to devise a solution to a problem, or other times simply to perform 
  dedicated study of a single piece of the multiverse. A handful of the bureaus are described 
  below, but a there are literally hundreds of different bureaus both defunct and active in 
  Guvner records. 
   
  One group within the Fraternity of Order, the Mathematicians, focuses solely on discovering the 
  Orders of Mechanus itself. After all, the theory goes, Mechanus embodies every law, 
  everywhere in the multiverse. So a full understanding of Mechanus’ laws would allow you to 
  use those discoveries across all planes. In addition, it’s said that somebody that pins down 
  every bit of law about the gears would gain enough insight to rule Mechanus… and from there, 
  the rest of creation shortly afterward. Furthermore, they believe the plane of ultimate law has 
  a “perfect” version of anything else in the universe. So by studying Mechanus, one can find 
  anything one might be desire.  Formerly a separate sect, they have been subsumed into the 
  Bureau of Native Mathematics, a subdivision of the Fraternity of Order. 
   
  On the other, more down-to-earth side, some newer members are claiming that folks within 
  their faction were and are going too fast, too soon. They argue that the understanding of Rules 
  and Laws is incomplete at best, and that to try and uncover Axioms before mastering the basics 
  is dangerous, if not outright mad. Focusing on bringing the information they have into more 
  physical endeavors, many of these younger Guvners are explorers, investigators, and inventors, 
  seeking out knowledge and putting it into more practical pursuits, such as golems and 
  clockwork oddities designed to perform tasks of labor and the like. Surprisingly, though Jamis 
  has not joined in with her rhetoric, many of those returning with her to Sigil are of this group.  
  Officially, they’re organized under the new Bureau of Timekeepers, even if many of their 
  endeavors deal in more than just watches. 
   
  Finally, another new theory that’s controversial at best, and considered outright heresy at 
  worst, posits that the Fraternity of Order is looking in the wrong place entirely to discover law.  
  An outgrowth of attempts to study the elements which made up the Faction War, these 
  scholars believe that only in attempting to discover the patterns of chaos can one uncover the 
  truth of the multiverse. They believe that if one can find the patterns and rules even in the 
  most seemingly disorderly of all forces, that those rules will be the ultimate Orders… those 
  that exist even in the face of seemingly total chaos. There is no official bureau for them as of 
  yet; most of them exist under the Bureau of Extraplanar Exploration and Development, or as 
  the Bureau of Xenophilosophical Studies. While considered a bunch of fools by the majority of 
  Guvners, they have mounted expeditions to Limbo. Right now they’re particularly interested in 
  trying to discover the dark of the inhabitants' ability to influence the raw matter of the plane 
  itself, though much to the relief of Limbo’s inhabitants, they haven’t stumbled onto it yet.  
   
  Brief History 
  Being the gluttons for knowledge the Guvners are, they've recorded nearly everything they can 
  about their own history. Their own records stretch back roughly a millennium - or maybe more 
  - in millions of volumes that sprawl across their libraries in Mechanus. Some of their records get 
  into minutiae that might test the patience of even their own… from the clothes somebody wore 
  on a given day to how many dribblings of mucus came down a orc's nose at a given trial. But to 
  the Guvners, no detail is worth missing. Anything could be a greater piece of the puzzle that, 
  day by day, they're working to uncover. Consquently, few of their records are interesting from 
  an artistic or emotional perspective. They have no great heroes… no epic tales… no climactic 
  disasters… at least by the reckoning of most people's viewpoints. Of course, with the amount of 
  mundane details in Guvner works, even vast clashes like the Faction War might be so deeply 
  33
  
   
  Factions 
   
  analyzed that they hardly seem any more interesting than their factol's dinner records for the 
  past year. The thing is, they’re good at the details, but there just isn’t much passion in their 
  written works. After all, passion distorts, and they can’t have anything but the ungarnished 
  facts. 
   
  The actual history of the Fraternity of Order begins with a bunch of magically-inclined sages in 
  Sigil that had gravitated there from various prime planes. Back then, they were what a prime 
  would call a “college of magic”, picking their numbers from various worlds - from Toril to 
  Cerilia and so on. Of course, having to reconcile the magical traditions of dozens of worlds was 
  quite a feat, and so they worked on developing theories that would uncover the basic laws that 
  underpinned wizardly magic. Forget that “born to power” heritage sorcerers work with… they 
  were working on what let pure training and knowledge allow a wizard to harness one of the 
  strongest forces in the universe, perhaps even the strongest force. 
   
  It’s a cinch for anybody that knows how the Fraternity operates now to see how that 
  developed. Once they had a theory for that down, they started looking for ways to “cheat” 
  magic. Though they didn’t consider it more than spell research, it was what a modern Guvner 
  would consider primitive study of what they now call “loopholes”. Their research succeeded 
  beyond their wildest beliefs, and some started theorizing that the laws of magic weren’t alone 
  in their malleability. Their search led them naturally to Mechanus, where they set up a 
  secondary fortress to complement their home in Sigil. From there, they slowly gravitated away 
  from a pure study of magic to a study of the multiverse as a whole. 
   
  They took the name “Fraternity of Order” not too long prior to the Great Upheaval to replace 
  “The Planar Order of Magic”. Their orderly ways allowed them to weather the Lady’s new edict 
  without even blinking for the most part, only restructuring their activities slightly. Becoming a 
  part of Sigil's rule by the factions, they took up the role of record keepers, keeping track of 
  laws, statistics, events, and so forth. But laws became their métier, since there was always 
  somebody needing to know what the laws were, thanks to the constant power struggles - both 
  small and large - in Sigil. And needless to say, the Guvners used this to their own benefit, 
  interpreting and using the laws in their favor. Of course, the fact that they ran the courts, 
  often playing judge, prosecutor, defender, recorder, and more, also helped them quite a bit. 
  Though they were unable to create new laws on their own, they were able to bury laws they 
  didn't care for occasionally. 
   
  Over time, the faction got more complacent. Influence and power took its toll; though 
  empowered by order, they were also trapped by it. More members joined with no inclination 
  towards studying law past Sigil's books… sloppiness crept in, something that would have been 
  anathema during their origins, when they picked only the mightiest minds from across the 
  planes. The faction became a haven for the unimaginative and rigid, and their original ideal of 
  exploration was lost between a mountain of bureaucratic paperwork and a maze of internal 
  regulations. A number of older Guvners, disgusted with the situation, traveled back to 
  Mechanus to try to pick up where they believe their faction left off. Particularly taken by 
  studying Mechanus once more, they joined with some of the disillusioned Guvners there, 
  breaking from the faction and becoming the sect known as the Mathematicians. They went on 
  to study Mechanus solely, though they would often share notes and efforts with the Guvners of 
  Mechanus. 
   
  Somewhat recently, the factol of the Fraternity by the name of Lariset the Inescapable locked 
  herself up, only explaining during her occasional outings that she was on the verge of a new 
  discovery. One day, she vanished, and it's assumed by most Guvners that she'd ascended 
  somehow to a higher power, having discovered a Great Axiom. Her successor was Hashkar, a 
  planar dwarf. His single-minded quest for knowledge seemed to define him, and he was an easy 
  choice to lead the faction. While he wasn't exactly a interesting fellow, he seemed to know 
  anything about everything, and that was enough for the Guvners. Shortly before the Faction 
  34
  
   
  Factions 
   
  War, though, he was revealed to be a petitioner, with the rumors being his “faith” in life was 
  one for Sigil itself, and he was somehow reborn as a petitioner in the City of Doors! Even 
  though the concept seems impossible, it's not unthinkable, considering the facts. Hashkar 
  wasn't Mazed like the other factols, and rumors were spread that he had some sort of 
  agreement with the Lady of Pain. Of course, none of that saved him from the blade of a 
  Xaositect, inflaming the already natural enmity between the factions of law and chaos. The 
  fact that attempts to raise or resurrect Hashkar magically after the War were completely 
  abortive didn’t help the Guvners refute matters, either. After this disaster, the Guvners then 
  joined with the rest of the “Guardians of Peace” during the War, weathering the chaos 
  afterwards just as they did the Great Upheaval centuries ago. However, when the dust was 
  cleared, they could no longer be the keepers of law in Sigil. Though they still had their 
  knowledge, much of their power was lost. 
   
  Afterwards, the Fraternity of Order retreated from Sigil, joining with their fellows on the plane 
  of Mechanus. A flurry of talks followed on a variety of subjects, with most centering on the 
  central question of “where did we go wrong?” Most agreed that while their organizational 
  structure was able to weather the chaos rather well, the fact remained that plans and theories 
  centering around Sigil, some of them hundreds of years in development, had been put on 
  indefinite hold. Quite quickly, a small power struggle erupted between Jamis, a high-ranking 
  Guvner from Sigil and cleric of Oghma, and Nancias Garabutos, the wizardly head of the 
  Fortress of Disciplined Enlightenment. Jamis was the obvious choice to succeed Hashkar, but 
  Nancias was already head of Guvner doings in Mechanus. At the same time, a grand 
  restructuring of the Fraternity was taking place. “For everything a place, and a place for 
  everything” became the tagline that marked many speeches and talks during this time. The 
  Mathematicians were reabsorbed into the organization, with the promise of a new direction for 
  the faction luring them back. 
   
  Jamis, after many debates, was elected - though many Mechanus natives resent the fact that it 
  was probably due more to her charming presence and divine favor than to intellectual ability. 
  Still, Jamis softened the conflict by announcing that she would be leading an expedition to 
  form a safe house and library in Sigil again (so as to avoid threating Nancias’ authority). Also, 
  the structure of bureaus was greatly expanded with the interest of exploring previously 
  neglected studies and widening the scope of the Fraternity's research. 
   
  The Guvners haven’t forgotten Sigil; indeed, it’s been foremost in their minds even during their 
  absence. Since it seemingly lies in the middle of the Outer Planes, the Axioms discovered there 
  might be the most valuable of all. Rumor has it that Jamis has quite a few of Hashkar’s 
  journals, which may include darks regarding both Sigil and the Lady of Pain… 
   
  Goals 
  The main goal of the Fraternity of Order remains as it always has been - to gather knowledge 
  and information in order to gain the secrets of the multiverse.  How they’ve gone about it has 
  changed in some ways, but their defining element has remained unchanged in over a 
  millennium. 
   
  Towards this end, they have set up shop in Sigil again so that they may resume their studies. 
  Through an agreement with the aasimon and modrons that run the Hands of Time, a clockwork 
  piece of Mechanus that’s somehow been planted in Sigil, they’ve been able to gain a new 
  stronghold where they can continue their studies. In return, they’ll be putting in money and 
  hard work to expand the Hands of Time, as well as deal in the acquisition of new plots of land 
  to develop on. Many are still working in the legal system and bureaucracy, though without their 
  former badges of office. Jamis heads this operation personally, keeping each development and 
  outgrowth on a tight, controlled plan. 
   
  35
  
   
  Factions 
   
  Keeping Menausus, a new layer of Mechanus, from slipping back to Arcadia stable is also a 
  major undertaking by the Fraternity. Rooting out the leftover Arcadian petitioners and shipping 
  them back to Arcadia is a high priority for Nancias, who is planning and overseeing the 
  operation. Unfortunately, the Xaositects - and possibly even the Harmonium - are confronting 
  them on this point. Even with their modron allies and their work to import additional lawful 
  inhabitants to the layer, it doesn’t look like the layer will be stabilized anytime soon. 
   
  Allies 
  The traditional allies of the Fraternity of Order in the old days before the Faction War were the 
  Harmonium and the Mercykillers. Unfortunately, the Mercykillers were dissolved in the Faction 
  War, and recent events concerning a new layer of Mechanus, Menausus, look to damage 
  Hardhead/Guvner relations, possibly irreparably. 
   
  Conversely, they’ve found new allies in both of the Mercykillers’ splinter groups. When in need 
  of having their body guarded, they’ve hired the Minder’s Guild, the label under which the 
  Sodkillers' business endeavors operate. On the other hand, their return to the City of Doors has 
  led them to assist the Sons of Mercy from time to time in the fields of law enforcement and 
  peacekeeping. 
   
  Enemies 
  The traditional enemies of the Fraternity of Order are the Xaositects, naturally enough. Their 
  philosophy of engendering chaos is quite disruptive to Guvner activities, and the fact that one 
  of their number killed Hashkar hasn’t helped matters any. Distance and time have mellowed 
  things somewhat, but it’s certain that meddling in Sigil will cause both groups to meet head-on 
  in the future. 
   
  The Revolutionary League is none too fond of the Fraternity either, but with the Guvners out of 
  power, the League’s hostility has dropped a notch. Still, given the claim by the Guvners that 
  they plan to run everything, some Anarchists are inclined to take “preemptive” actions against 
  them, even today. 
   
  Special Note 
  Almost all Guvners speak Legalspeak, their version of high Planar Trade. Legalspeak may be 
  taken as a bonus language by any starting Guvner. If the Guvner has no bonus languages (or 
  joins after character creation), it may be taken for the cost of a single skill rank, regardless of 
  the Guvner’s class. Legalspeak is obtuse and impenetrable for non-speakers, combining 
  Draconic with high Planar Trade (but either root language is hardly recognizable as a part of 
  Legalspeak), as well as over a millennium of Guvner jargon and professional terms. 
   
  The Free League 
   
  “Right there, cutters! Step up! Step up! Ol' Surefoot'd be sellin' the dark o’ things, an’ you'll 
  be needin' a lantern afore too long, methinks! M'names Merlianik the Surefooted. An' sure's my 
  name, what I've got here you'll want a cut in! 
   
   “Now I wouldn't sell ya short, sell ya high, or sell ya bunk! But that'll be up t' yer mind to be 
  makin' now. What I be sellin' ya is what they don't want ya to know. 
   
   “Books! Ever'one o' them t'make a Hardhead give ya the peery eye. An’ if'n ya pop on over to 
  Melodia, say yer 'ello ta one of... ask 'em how the arse end of Arcadia fares.” 
   
  The bariaur's words carried over the corner in the Grand Bazaar. The swirl of crowds slowed 
  before him as he lifted high two rough bound copies in his hands. Over his flanks, saddlebags 
  36
  
   
  Factions 
   
  were packed with books and scrolls. There was a jingle from the satchel over his shoulder as 
  he passed around the tomes and gathered the jink. 
   
   “Cross me palm with a bit o' jink, a stinger or two or three, and I'll see what I've got that you 
  might take a likin' to. A word's cheap enough a charge. The truth costs a bit more. Factol's 
  Manifesto for sale if you'd take a peek, an' more than that if you'd take an ear t' m' words.” 
   
   “Now what'ya be wantin', lass?” He leaned in to hear the words of a halfling cutter as she 
  stood tiptoe, before both eyebrows lifted right up. Even as she darted off between the legs of 
  the crowd, he was looking his way up Copper Lane. 
   
   “Folks, folks!” He waved to the crowd, sliding his coin into his pack. “I be sorry t' be leavin' ya 
  wantin', but I'm a mite wanted m'self. Tomorrow'll find me on 'nother street, in 'nother lane, 
  maybe on 'nother plane - but you look, an' you'll find me.” He smiled widely as the crowd 
  began to back away, before bounding to the top of his booth. He lifted a hat to the three 
  guards of the Minder's Guild, making their way through the crowd, before leaping off towards 
  the alley behind him. 
   
  Philosophy: Freedom and individuality. 
  Nickname: Indeps. 
  Headquarters: The Outlands. 
  Majority Races: Tauric creatures. 
  Majority Classes: None. 
  Factol: None. 
  Prominent Members: Harys Hatchis (NG male human Wiz 11 Free League), Kylie (N female  
  tiefling Rog8 Free League) 
  Alignments: Any, with neutral tendencies. 
  Symbol: A yellowish or golden-toned abstract dragon, circling in on itself to eat its own tail,  
  wings above its body though folded close. 
   
  Philosophy  
  A true Free Leaguer has no philosophy and no problem telling you so if you try to confront them 
  about it. When asked directly on points, most Indeps will give a loose definition or simply not 
  answer the question at all, turning it back upon the questioner. The only thing that a Free 
  Leaguer will be definite about is their independence. They are free to make up their own mind 
  as they wish, and will not give up that freedom for any price.    See, the Free League isn’t 
  about spreading a particular philosophy. They don’t have a common belief; fact of the matter 
  is, most don’t believe there is a “right” belief to begin with. To accept one philosophy over 
  another is only restricting yourself, denying independent thought in favor of someone else’s 
  opinion. Members of the Free League are not held to any creed other than individualism, 
  freedom, and tolerance. They accept any person, are often non-judgmental, and can be found 
  scattered throughout the Outlands and within Sigil. In the end, the philosophy of the Free 
  League is not having a philosophy. A member determines his own mind, and does not simply 
  follow an outlined guide for his beliefs. 
   
  Brief History 
  The Free League’s true age is lost to time and numerous holes in the histories of the ancient 
  city of Sigil. It is possible that the faction has been around as long as the factions themselves 
  have been around, in one form or another. Perhaps longer, if the nature of the loose alliance of 
  independent minds existed before the factions were formed. Unfortunately, not even the 
  Guvners have any conclusive records on the subject. One of the few things known for certain is 
  that the Free League enjoyed its largest population following the Great Upheaval. At the time, 
  roughly forty-nine factions fought for power in Sigil until the Lady herself declared that there 
  would only be fifteen factions. Many of those factions that had neither the power nor the 
  37
  
   
  Factions 
   
  numbers to establish their own place amongst the remaining fifteen fell under the mantle of 
  the Free League - a faction of laissez-faire philosophy that would allow them to keep their own 
  ideals. Within fourteen days the Free League was the largest faction in Sigil, with nearly a 
  million members. 
   
  Yet fifty years later their numbers had dropped to less than twenty thousand. The Free 
  Leaguers simply died by the thousands, without warning and without a recorded cause over a 
  period of several years. Naturally, many blamed other factions for cutting them down in 
  jealousy. Others spoke of a curse from some pantheon of powers, and a few even attributed 
  the deaths to an unknown internal strife. Medical records of the time, what few survived the 
  years, speak of a bizarre plague that found Indeps to be choice victims. What the plague was, 
  where it came from, and why it ended before wiping the faction out all remain a mystery. 
  Indeps that were alive during the time often refuse to discuss what happened, seeming to 
  prefer that it be forgotten. 
   
  Regardless, the plague returned only a few years ago, once again mysteriously culling the 
  numbers of the Free League. Indeps fell sick, dying within days or sometimes hours with no 
  cures available in Sigil. In the gate-town of Tradegate cures were available from a few of the 
  Free Leaguers there if the patient managed to arrive in time. Similar to the previous plague, it 
  struck without warning, though much more subtly, and many an Indep was dead before 
  knowing they were sick. Eventually the news traveled through the Indeps’ rumor mill to all 
  ears, prompting some Indeps to avoid Sigil entirely and stick to the Outlands, at least until it 
  disappears again. 
   
  Since the Free League always refused to call itself a faction, or appoint a factol, it never had a 
  representative in the city. They simply refused to give up their freedom enough to allow one 
  individual to control them, even if it might have been to their benefit. Thus, before the 
  Faction War, the Indeps had no rights under Sigil law. Naturally, this helped make the 
  Harmonium their greatest enemy, as the Hardheads already believed the Indeps’ freedoms 
  were in direct opposition to their ideals of order. Likewise, with the Harmonium’s strict 
  requirements that all around them “fall in line and march to the beat of the same drum” the 
  Free League often felt its independence was endangered. Harmonium members were prone to 
  harass members of the Free League, even to arrest them on groundless accusations, and 
  without the legal representation on their behalf, many Indeps simply disappeared. 
   
  With the events of the Faction War, the Free League, like all the factions, became distracted 
  from their current troubles. When their leaders disappeared, the Indeps immediately accused 
  the Harmonium, the Mercykillers, and even the Fraternity of Order for secretly killing them. 
  But without their leaders the Indeps soon lost their heart and spirit. Directionless, many Free 
  Leaguers joined forces with the Doomguard against the Hardheads out of a sense of revenge. 
  What Indeps didn't join retreated out of Sigil to other safe locations, particularly Tradegate, 
  the most heavily Free League-aligned gate-town of the Outlands. 
   
  With the Lady’s Edict, the Free League was banished from Sigil, along with the other remaining 
  factions. The surviving Indeps didn't mind, considering all the other factions were getting the 
  same message. In fact, this meant that the Indeps had won their cause: the factions were no 
  longer able to control the free-minded and free-willed people of Sigil. The Free League had 
  banded together under the ideals of individuality and freedom only to find by the end of the 
  day that the Lady had made that the standard. Factions were now irrelevant, at least in Sigil. 
  As an added bonus, since the plague seemed to spread in Sigil, the Free League may once again 
  be free of it. 
   
  The Indeps continued for the most part just as they had before. They had lost many friends to 
  the War, and a few decided to split off to form their own sects. After all, there was now no 
  need for the Free League “cover” of protection against the Lady’s rule that there would only 
  38
  
   
  Factions 
   
  be fifteen factions. But the vast majority of Free Leaguers continued about their business as if 
  the future were the brightest it had been in a long time. They no longer had the Harmonium 
  breathing down their necks, they no longer had the Mercykillers to unfairly punish them, and 
  they no longer had the Guvners enacting laws that they couldn’t protest against. The business 
  of exchange of goods and information continued.  
   
  With the factions dethroned, the Indeps have had more opportunities to expand. While none 
  are willing to go so far as to mark the Free League symbol publicly in Sigil again, the Free 
  Leaguers were amongst the first to return to the Cage and pick up pieces. Following the 
  Tempest of Doors, many Indeps took the chance to make a profit by exploring the new portals, 
  and as a result Indep-owned businesses rediscovered trading routes faster than most. As they 
  were among the first to rediscover the portals and were more willing to risk the Lady's whims 
  than most trading houses, Indep-owned trading companies have been particularly successful in 
  the years immediately after Faction War. News travels fast amongst a group of “friends looking 
  out for each other”, and it wasn't long before the Indeps were back in operation, portal 
  scramble or no portal scramble. 
   
  Goals 
  Most Indeps have their own personal goals, and the faction as a whole doesn't set any for its 
  members. The closest thing to a goal that the Free League currently has is to continue fair 
  business practices in the Bazaar. The Indeps discourage price gouging and other unfair 
  practices. They are certainly in favor of independently owned small businesses, and are not 
  interested in monopolies or any other practices that would restrict the livelihoods of buyers 
  and sellers alike. Beyond that, a body’s business is their own and no one else's. They still offer 
  support to their “friends” and the underdog. But as some Indeps would say, “if you want free 
  handouts, go to the Bleakers.” 
    
  Allies 
  The Free League hasn’t really changed much, though many of the other factions have. Contact 
  with the other factions, new or old, is generally limited to business deals, conversion attempts, 
  or the occasional fistfight when a Hardhead is involved. The Indeps are too loosely organized to 
  have allies as a whole, though individual members often have friends in interesting places. 
    
  Enemies 
  The Planar Trading Consortium, under the leadership of Estavan, has been trying for years to 
  consolidate a grip on all trading in the planes. With the war in Sigil, though, his power within 
  the Cage has faded, especially as fewer trading companies are willing to risk the Lady's whim 
  by using Sigil’s portals. Estavan, however, can still make a pretty profit by taking advantage of 
  the position of the Outlands as a central point in the planes. It may take longer than using 
  portals, but it will work. He has been rebuilding his power base there before he moves to 
  regain power in the Cage. 
   
  Unfortunately, the Indeps pose a problem to him now. There are no factions to suppress the 
  Indeps anymore, and they’re not willing to sell away their free will at any price he could offer. 
  In Tradegate and the Outlands at least, they have a well-established foothold and connections – 
  even a built-in market in the form of Indep villages. The Free League businesses and trading 
  houses won't bow down to Estavan's growing monopoly, and soon that is likely to cause some 
  serious trouble for all involved. 
   
  Even though the Harmonium has retreated to Arcadia, and claims to be stepping away from the 
  extreme militarism of the past, to the Indeps “once a Hardhead always a Hardhead”. Indeps 
  are even more wary of heading near Arcadia now, and there are some members of the faction 
  that still feel that the Harmonium had something to do with the disappearance of their old 
  39
  
   
  Factions 
   
  leaders. Along the same lines, the Indeps are perhaps more cautious of the Sodkillers than of 
  their predecessors, the Mercykillers. With the new faction’s influence in Sigil and their 
  preference to operate outside the law, they’re a primary threat to Free League operations in 
  the Cage. 
   
  The Harmonium 
   
  The multiverse has always needed someone like us. 
   
  Throughout the multiverse, discord and strife rule. Not just in the Lower Planes, where the 
  Blood War rages on without end. Even in the sacred realms of Arcadia, Mount Celestia, and 
  Bytopia there is conflict and strife. Even between beings of Law and Good holy wars have been 
  fought, and countless millions have died. The multiverse has always needed those who would, 
  with a firm hand, end the petty squabbling and meaningless disagreements. The multiverse 
  has always needed those who would unite all of the planes into one harmonious whole that 
  would not struggle, that would not break, that would not war. 
   
  Yes, the multiverse has always needed someone like us. 
   
  - The opening lines of the Book of the Harmonium. 
   
  The Harmonium believes that peace and harmony is the perfect state of the multiverse. In 
  times of peace, farmers can tend to their crops, merchants can trade freely, and soldiers don't 
  have to die. Clearly, peace is better than disharmony and war. And what causes disharmony?  
  It’s simple, say the Harmonium: disagreement. When two nations or just two people disagree, 
  it leads to friction, discord, and ultimately fighting. To that end, the Harmonium believes in 
  minimizing disagreements by working together as one group. Their goal is nothing less than 
  recruiting every sentient being into the Harmonium. And once everyone lives in agreement with 
  all others, then the multiverse will enter into a golden age of peace. 
    
  Philosophy: Universal harmony through force of arms. 
  Nicknames: Hardheads. 
  Headquarters: Melodia in Arcadia. 
  Majority Races: Aasimar, dwarves, humans, zenythri. 
  Favored Classes: Fighters, monks, paladins. 
  Factol: Faith (LG female human Clr17 (Saint Cuthbert) Harmonium) 
  Prominent Members: Killeen Kaine (LN male half-elf Wiz16 Harmonium), Nicolai Mabru (LN  
  male tiefling Wiz12 Harmonium), Tonat Shar (LG male human Ftr10 Harmonium) 
  Alignment: Lawful good or lawful neutral. 
  Symbol: A sword thrust downward in front of a shield.  
   
  Philosophy 
  “The multiverse has always needed someone like us.” 
   
  So begins the Book of the Harmonium, the most revered book of the faction. Within that tome 
  the goals, rules, and core philosophy of the Harmonium are laid down. And central to the 
  Harmonium philosophy is that of the truth of belief. Not just the truth of what they believe, 
  but the truth of belief itself. 
   
  See, it’s obvious that peace and harmony is the perfect state of the multiverse. It’s only when 
  this is achieved that a person can make the most of his life, and not waste it in a struggle of 
  ideals and petty differences. It’s clear, then, that the only true belief is that which brings 
  about peace and harmony. Truth is harmony, the Book explains, and harmony is truth. And only 
  40
  
   
  Factions 
   
  if everyone accepts this doctrine can peace ever be achieved; anything else is a selfish 
  deception. 
   
  When belief is power, belief can be used for the selfish quest of individual ascension, to create 
  discord and conflict among society, or it can be used to forge a unified front of peace and 
  safety for all. Those who care about others strive to find a common system of belief that 
  benefits everyone, while those who only care about themselves choose a different system of 
  belief, inevitably false because it will inevitably lead to disagreement, which causes friction 
  and even war. It is this common belief, this belief that by working together peace can be 
  obtained, that the Harmonium places at the very center of their organization. 
   
  Unfortunately, there are many folk that resist the Harmonium, regardless of the truth of their 
  cause. Mostly chaotic people who prefer strife and oppose harmony, and even many good folk 
  who cause friction while thinking it’s for the best. And so it’s the Harmonium’s job to educate 
  them. Remember, disagreement is the cause of war, and so only when everyone agrees with 
  the Harmonium and adopts their beliefs can peace ever be truly obtained. Most Harmoniums 
  will take any opportunity to lecture the uninitiated on the absolute rightness of their cause. 
  They know with an utter conviction not commonly found even among other factions that their 
  cause is right and just. After all, how could it not be?  The Harmonium belief has to be right, 
  because the Harmonium belief is the one system that can bring an end to war. 
   
  Of course, not everyone can be swayed, and the Harmonium recognize this. The tanar’ri are a 
  prime example; beings of pure chaos and evil, the tanar’ri would never accept the Harmonium 
  ideals – their ways of thinking are just too different. Therefore, the Harmonium itself has had 
  to become a military machine to fight their menace. That may sound paradoxical, but it really 
  follows quite naturally from their beliefs. After all, doesn’t the Book of the Harmonium warn 
  that difference of belief inevitably leads to war? And cannot peace only be achieved when the 
  multiverse all accepts the truth of the Harmonium and accepts a common belief? While these 
  facts are obvious, who thinks the tanar’ri will ever accept law and good? Will the slaadi ever 
  conform to the truth of harmony through cooperation? No, they never will. Thus, they must be 
  dealt with in the only way possible: through force of arms. Simply put, to bring about peace, 
  first you must defeat the warmongers. The Harmonium will bring peace about, and will pay any 
  price to get it. If bringing about peace means thumping heads, then the Harmonium is willing 
  to thump heads. Every time the Harmonium defeats an enemy, there's one fewer person 
  opposed to peace, one less barrier to the universal harmony that the multiverse is destined to 
  have. They’ll bring about peace to the multiverse, even if they have to wade through every 
  god-forsaken layer of the Abyss and defeat every tanar’ri to do it.  It’s a nigh-impossible task, 
  but they’re trying anyway – even if it kills them. 
   
  Brief History 
  The Harmonium has been around for about five centuries in total, but has only had a strong 
  presence in the planes for the last three. It started five hundred years ago on a prime world 
  called Ortho. It was there that a group of adventurers calling themselves the Knights of 
  Harmony set out to “rid the country of chaos and bring peace to the land.” It was a simple 
  goal, one that many adventurers aspire to, but unlike most adventurers, the Knights of 
  Harmony actually succeeded. And once they’d brought peace and harmony to their own 
  country, they set out to do the same to other countries. And after those, still more.   
   
  It was hard work, and sometimes the Knights even found themselves fighting others that were 
  good and lawful. They were saddened by these misunderstandings; how could two peoples, 
  both essentially good and lawful, fight each other over what in the end were small details? It 
  seemed to them that only when a people were united could they ever truly be at peace, and 
  they wanted the peace on Ortho to last, even after their time had passed. But how could they 
  ensure that the countries of their world wouldn’t squabble and fight among themselves ever 
  again? 
  41
  
   
  Factions 
   
   
  The Knights had become quite famous, legends in their own time, and so they began to exert 
  their political power. As they vanquished evil after evil, the kings of Ortho swore allegiance to 
  them. Wherever a king would not pledge himself, the Knights found a noble that would, and 
  supported their claim to the throne. In time, the Knights of Harmony united all of the planet, 
  even the so-called “monster races” such as the beholders, under one banner, so that the peace 
  they created would last forever. This government they called the Harmonium. 
   
  In time, the Knights did die, but their legacy endured. For a hundred and fifty years, there was 
  complete peace on Ortho. But then the trouble started. Every now and then, chaos and discord 
  would appear, and the Harmonium would have to deal with it and put it down. After much 
  study, their clerics and wizards determined that the source of the chaos must be off-world, for 
  certainly their own world was now perfectly serene and pacified. In the end, they decided to 
  mount an expedition to the home of chaos and evil on the Outer Planes – the Abyss.  It’s a 
  testament to how little they knew about the multiverse that they thought an expeditionary 
  force would be able to set up a beachhead there, and the problem would be dealt with within 
  a few decades. 
   
  Of course, the force was decimated by the tanar’ri and other demons. After being pushed from 
  the Plain of Infinite Portals to the Caverns of the Skull Goddess and back again, they retreated 
  to a more neutral location – Sigil.  From there, they wised up on how the multiverse worked, 
  and developed a new plan. Establishing extensive bases on Arcadia, the plane that most closely 
  matched their alignment and ideals, they set out to convert other planar races, as well as 
  others from Prime Material worlds. The Harmonium has extended its empire to half a dozen 
  other prime worlds now, though none are as fully pacified as Ortho, and most still have pockets 
  of non-Harmonium citizens. 
   
  As a faction in Sigil, the Harmonium eventually replaced the Doomguard as the city's police 
  force. It seemed an obvious fit; after all, enforcement of the peace through strength is both 
  the definition of a police officer’s job and the definition of the Harmonium’s philosophy. Yet in 
  the City of Doors they ran into much resistance, with the first problem being the Free League. 
  The Indeps held nearly the exact opposite philosophy of the Harmonium, and it doesn’t take a 
  crystal ball to see that friction would quickly develop between the two. The Indeps were the 
  ones to give Harmonium members the nickname “Hardheads,” one that they went on to adopt 
  with pride. Over the next few hundred years, the hate between the two continued to intensify, 
  so that eventually some Hardheads began arresting Indeps for no reason other than being 
  Indeps. Generally, the charge was “disturbing the peace,” which they considered perfectly 
  accurate, philosophically speaking. 
   
  It was also during this time that what was probably one of the most amazingly bad decisions 
  ever in the history of the Harmonium was made. Someone, and no one quite remembers who 
  anymore, had the bright idea of setting up “training camps” in Arcadia. Of course, the 
  Harmonium had had training camps there for centuries by this time, but these weren’t training 
  camps for Harmonium members, oh no. They were camps for those who hadn’t yet seen the 
  truth of the Harmonium way. Those who spoke less euphemistically called the training camps 
  by what they really were: brainwashing centers. Guests at these training camps were chaotic 
  lawbreakers, and the goal was to turn them into born-again Hardheads. There they were 
  forcefully shown the error of their ways, and in the end, many died. Over time, the evilness of 
  the camps balanced out their good intentions, with the end result being that Menausus, 
  Arcadia's third layer, slid into Mechanus. 
   
  Since the Faction War, the Harmonium has undergone significant changes, most for the good. 
  After Factol Sarin's death shortly before the War, his wife, Faith, rallied the faction and led 
  them to victory against the Revolutionary League, the Indeps, and especially the Doomguard. 
  42
  
   
  Factions 
   
  With immense support from within the faction and the blessings of her superiors on Ortho, 
  Faith took on the role of factol and began to reexamine the practices of her faction. 
   
  Before the War, the Harmonium was not a popular faction.  Many saw them as bullies that tried 
  to press their beliefs on others.  And, though they do wish to convert everyone else to their 
  way of thinking, they certainly don’t wish to appear as bullies.  Faith knows that part of that is 
  the faction's own fault, though.  She believes that the faction let too many people in that didn't 
  want harmony - they just wanted to beat up those that disagreed with them.  Intimidation and 
  violence must sometimes be used as tools for achieving worthy goals, but when they cease 
  being tools and become the goals themselves, then that's the opposite of what the Harmonium 
  stands for.  
   
  Goals 
  Currently, the Harmonium has three goals. First, they’re attempting to get Arcadia’s former 
  third layer, Menausus, back. Faith has closed down the training camps that initially caused the 
  problems there and renewed efforts to recover the layer. Previous efforts to do so have been 
  resounding failures since the Harmonium were doing it for all the wrong reasons: they tried to 
  get it back to cover up their mistakes and save face - selfish reasons that would never get a 
  plane to slide back to Arcadia, a plane that exemplifies actions for the greater good. The 
  complete loss of the third layer has wreaked havoc among the Arcadian petitioners and caused 
  plane-wide problems that Faith genuinely feels guilty about. She wants Menausus back for all 
  the right reasons - to help the rest of Arcadia - and she's spoken passionately about it, trying to 
  instill this feeling into the other Harmonium officers. It's helped, and the recent battles with 
  the modrons for control of the former layer have been more successful, not because of any 
  change in tactics, but because it’s being done for all the good of Arcadians. Planar sages think 
  parts of Menausus may be about to slide back, and that it just needs a bit of a push - some act 
  that truly reflects Arcadian principles. 
   
  Secondly, the Harmonium is trying to improve their image. To that end, their new unofficial 
  base in Sigil is the reconstructed Armory, which was vacated when the Doomguard were all but 
  destroyed. After the faction relocated to Melodia and Factol Faith became the new local leader 
  of the city, the former mayor, a tiefling named Nicolai Mabru, had to find a new job. Faith had 
  some very definite ideas about that. See, Mabru is one of the Harmonium’s biggest success 
  stories. He was once chaotic and evil, but his life was saved by a Harmonium member, and he 
  instantly converted to the faction. He still fights against his inner nature, but in the end he’s 
  now a loyal, dedicated member of the Harmonium. Faith felt that Mabru would be a good 
  example to others, and so she funded his plan to reconstruct the Armory, which the faction 
  uses to promote a positive view of life under Harmonium law.  
   
  Under Mabru’s guidance, the Armory has been transformed into a training and unofficial 
  recruitment center (the unofficialness being stressed, so as not to anger the Lady). Indeed, it’s 
  not even technically owned by the Harmonium. Instead, it’s simply a private venture 
  undertaken by Mabru, who runs things there as he sees fit. The Harmonium have no 
  administrative functions there, and training is not restricted to Harmonium members. Instead, 
  everyone is welcome to train, though training of course costs some money, and Harmonium 
  members do get a significant discount. Within its walls, experts in a wide variety of weapons 
  and fighting styles teach their pupils. Spellswords, arcane archers, lashers, champions of law, 
  and all manner of other exotic martial experts are willing to train students and pass on their 
  experience. To further the Harmonium ideals of races working together, Nicolai usually 
  arranges to have odd races paired together, so that dwarves and drow or tieflings and aasimar 
  often find themselves attending the same sessions or one teaching the other. In many ways, 
  the Armory has become much like the Great Gymnasium, a concept many Cagers find amusing 
  considering the Harmonium’s distrust for the Ciphers. 
   
  43
  
   
  Factions 
   
  And finally, the Harmonium is turning their attentions to the neutral good and chaotic good 
  races. They’ve been fighting chaos and evil on their own too long, and they believe that they’d 
  be much more successful if only they could unite those of good alignment under the banner of 
  law. Indeed, the Harmonium has revived the idea of the Pax Benevolus, an ancient treaty once 
  written by the good-aligned gods in an attempt to find common ground they could all agree on. 
  It was never ratified, because of sometimes vast philosophical differences even among beings 
  of good heart, but the Harmonium will never give up on the idea of uniting beings of good 
  under one belief. It’s a central tenet of their philosophy, after all. But instead of shopping it 
  around to the gods (who they can’t exactly walk up to and chat with anyway), they’ve been 
  trying to get the major leaders of the good exemplars to agree on a modified version that they 
  hope can be used as a foundation to unite all beings of good. Their version reads: 
   
  i. 
  It is Wrong to Murder  
  ii. 
  It is Wrong to Covet What is Not Thine Own  
  iii. 
  It is Wrong to Commit Adultery with Mortal or God  
  iv. 
  It is Wrong to Steal  
  v. 
  It is Wrong to Lie or Twist What is True to Benefit Thyself  
  vi. 
  It is Wrong to Sacrifice Lives to the Gods  
  vii. 
  It is Wrong to Dishonor Thy Parents and Family  
  viii. 
  It is Wrong to Sully the Purity of the Upper Planes 
  ix. 
  It is Wrong to Consort With Fiends 
  Of course, the eladrins and guardinals won’t have it, but that won’t stop the Harmonium from 
  trying. 
   
  Allies 
  The Harmonium gets along well with other lawful factions, particularly the Fraternity of Order 
  and the Sons of Mercy, though relations with the former have become strained over the issue of 
  Menausus, which the Guvners want to keep in Mechanus. Due to their alliance during the 
  Faction War, the Harmonium is also on very good terms with the Society of Sensation. Though 
  the Sensates aren’t generally a very lawful faction, their philosophy isn’t particularly opposed 
  to that of the Harmonium, and the two factions worked so closely together during the War that 
  continued alliance only seems natural to them. 
   
  Enemies 
  In the same vein, the Harmonium is generally against the overly chaotic factions. The Free 
  League and the Harmonium share an intense hatred for each other since their philosophies are 
  diametrically opposed. Likewise, the Revolutionary League and the Xaositects are traditional 
  enemies as well. The Transcendent Order, while not enemies per se, have long been carefully 
  watched by the Harmonium, who trust neither their actions nor their “true” motive, whatever 
  that might be. 
   
  The Mind’s Eye 
   
  The aged tiefling turned to stare back along the overgrown path towards what had been the 
  sole focus of the last few years of her life. Brushing back a wisp of gray hair from her face, 
  44
  
   
  Factions 
   
  Sarazh let her gaze fall over the clearly aging manor, its ancient stone architecture merging 
  smoothly with the newer, renovated mason-work that its later inhabitants had supplied. This 
  building, the Dreamhearth, had been under the care of Factor Sarazh most of her life, an old 
  Krigalan manor deep in the Beastlands. This structure had been a secondary base to the Sign 
  of One, a place from which faction members would search the cosmos in the hopes of finding 
  ways to further the goals of their factol, Darius the Veyl. But now Darius had been Mazed, and 
  the faction had fallen into disarray. The pain of leaving showed clearly in Sarazh’s blue eyes; 
  she knew that in a matter of hours this building would be sealed in a demiplane smaller than a 
  thimble, at least until it was needed once again. 
   
  After the Lady had ordered the factions out of Sigil, a meeting was called in the Hall of 
  Speakers, one to which all Signer highups were invited. This debate over the future of the 
  Signers had literally lasted for days, as seemingly all control over the faction was lost along 
  with their factol. It was only when any chance of coming to a consensus had seemingly died 
  and despair began to fill the Hall that finally, Itheros spoke. 
     
  He had slowly risen from this chair, Sarazh remembered, the old human gently stroking his 
  beard in thought, then with careful timing he began to speak in his Prime dialect. “Fellow 
  Signers, I would ask you to listen to me for a few moments.” The whole hall fell silent for 
  what may have been the first time that day as the eyes of its occupants turned to their 
  respective peer. “It has come to my attention that our dear friends and closest allies, the 
  Godsmen, have decided to leave Sigil, and retain their status as a faction. They are still 
  strong. But as I look around myself, I see our power falling apart. I see the glory of the Sign of 
  One diminished by the squabbling of childish desires. As we have spent the years arguing in 
  this very same hall, our faction has fallen apart around us without us even realizing it. The 
  common berks of the Hive cannot even tell who or what the Sign of One is anymore.  We have 
  fallen from our seats of power.” 
   
  The whole assembly watched Itheros in anticipation, unsure of what his proposal would be, 
  but clinging with hope to the conviction in his words. “It is now, in our greatest time of need, 
  that I feel we should cast off our arrogance; its burden has weighted us down for too long. I 
  say that we merge with our allies, the Believers of the Source. I say that together, our 
  factions will be more than twice what we could ever have become alone!” 
   
  And that was the simply beginning of events that would eventually lead Sarazh where she was, 
  looking at her beloved home for one last time. Giving the Dreamhearth a final farewell, she 
  turned and followed the attendant down the road, wherever it may lead. 
   
  The Mind’s Eye came into existence shortly after the Faction War, a combined grouping of both 
  the Believers of the Source and the Sign of One. Those who gather under the name of the 
  Seekers follow a mixture of their parent factions’ tenets, choosing to travel the planes in 
  search of challenges, which they believe is the path to a new level of existence. Somewhat 
  self-centered, and every last one filled with an over-inflated sense of self-esteem, the Seekers 
  view the multiverse as their personal playground. This arrogant attitude has unfortunately 
  resulted in a lack of popularity with the average planar, though despite first appearances they 
  are far from the callously detached egomaniacs that some berks would have you believe them 
  to be. 
   
  Philosophy: Explore existence; face life’s challenges; discover yourself and the multiverse. 
  Nickname: Seekers, Visionaries. 
  Headquarters: The Outlands. 
  Majority Races: Half-elves, halflings, humans, shads, tuladhara, zenythris. 
  Majority Classes: Bards, monks, psions, psychic warriors, sorcerers. 
  Factol: Ombidias (NG male voadkyn Adp9 Mind’s Eye) 
  Prominent Members: Sarazh (LG female tiefling Clr14 (Deneir) Mind’s Eye), Itheros (LN male  
  45
  
   
  Factions 
   
  human Wiz7 Mind’s Eye) 
  Alignment: Any. 
  Symbol: A finely crafted sword, with a corona of flames rising from its hilt. Coiled around the  
  blade is a sinuous Chinese-style dragon, its scales a radiant gold, and eyes glowing 
  intently. This combination of the two parent factions’ symbols represents their union 
  as a new and budding influence across the planes. 
   
  Philosophy 
  If you were to ask any average planar about the powers, they would most likely claim that they 
  are almighty beings, possibly beyond the ken of any mortal, capable of changing the very fabric 
  of existence on a whim. Members of the Mind’s Eye view things a little differently. As the 
  Seekers see things, the powers are just one rung up the ladder from any other person, those 
  who have come to understand the nature of the multiverse well enough to rise to the next 
  stage of a natural cycle. The fact is the Mind’s Eye sees existence as a huge succession of 
  circles, or rings. Every time one of us dies, we are reborn in a new body, and with every life we 
  learn a little bit more about the path to cosmic truth. It may take countless lifetimes for a soul 
  to move on, but given the time and disposition, anyone can pass that final boundary into the 
  next level of existence. The Seekers believe the only way to travel up this ladder is to embrace 
  and attempt as many of the countless challenges and opportunities that life presents you with 
  as possible. 
   
  The challenges that one is presented with during each life are countless, coming in almost any 
  form; some are blatantly obvious while others will pass you by without you ever knowing it. To 
  fail a challenge in the conventional sense is not the issue, for even in failure experience, and 
  therefore knowledge, is gained. By the Seeker line of thought there was no failure to begin 
  with; the only true failure is in not proving your worth. While one who truly follows the path of 
  the Seeker will be rewarded with a higher state of existence, those who stray away from it may 
  be shown their error by moving backwards and living their next life as a lemure or any other 
  virtually mindless being.  
   
  There is no set path to enlightenment for every faction member; such a path is a very personal 
  one. One of the main challenges for a budding Seeker is to find their own route to the next 
  stage. While one may find their path in the simplicity and primal nature of battle and warfare, 
  another may find it in the intricacies of sculpture or any other art form. For this reason, 
  Seekers believe that others should be helped and encouraged to find and follow their own 
  paths, in the hopes that all can eventually fulfill their potential and arise as new powers. 
   
  Because the members of the Mind’s Eye see existence as one huge challenge, many have come 
  to consider the planes to exist purely for themselves. Everything that they encounter is there 
  as part of their own personal series of tests, therefore only existing to mold them into their 
  final state of enlightenment, bit by bit. This has led to a reputation of self-centeredness for 
  the faction’s members, and although this isn’t strictly true, there is still an obvious level of 
  detachment surrounding most Seekers. This attitude is almost certainly descended from their 
  predecessor, the Sign of One, a faction who by the time of the Faction War had come to view 
  themselves as virtually deities due to their ability to manipulate reality by will alone. 
   
  The important issue to remember is that according to the Seekers, all beings have this 
  potential deeply ingrained in their very souls. Even the lowliest maggot has a chance of 
  transcending, no matter how many stages away from such a goal it may appear. Because of 
  this, all beings should be given a certain level of respect, as for all you know they may be on 
  the very threshold of enlightenment. Every being goes through its various lives in a massive 
  cosmic test to prove his value, rising and falling in relation to each life’s demonstration of 
  worth. 
  46
  
   
  Factions 
   
   
  Brief History 
  The Mind’s Eye was originally formed from the Believers of the Source and the Sign of One, two 
  of the fifteen factions to take up place in Sigil after the Great Upheaval. The Believers of the 
  Source, or Godsmen, as they were commonly known, were formed by Perrine, an athlete and 
  philosopher who considered the possibility that an individual’s success and achievement in one 
  pursuit may be in fact affected by past actions, which may at first glance appear unrelated. He 
  eventually chose to found a group based around this theory, hoping to discover if following a 
  certain sequence of actions could in turn produce only good results. 
   
  Around the same time as these embryonic Godsmen were beginning to form, an older society 
  known as the Sign of One had started to flourish. Originally based around the revelations of a 
  woman named Rilith, the faction encouraged members to spend their time teaching the 
  benefits of positive thought, and how it could influence the surroundings of an individual, if 
  concentrated on a single purpose. Despite this seemingly harmless ideal, the focus of the 
  Signers, as they were known, was changing. They gradually began to expand the uses of their 
  reputed mind powers, starting to make dramatic proclamations of events that they intended to 
  cause, then drawing as much attention to the occurrence when it finally happened. Eventually 
  the principle of positive thought was completely forgotten, abandoned as members became 
  self-proclaimed gods, believing themselves capable of making anything they desired come to 
  pass. 
   
  When the time of the Great Upheaval occurred, myriad ideological groups were  
  winnowed to the fifteen factions that were to dominate Sigil for the many centuries that 
  followed. It was at this time that the Godsmen were finally given a better-defined philosophy. 
  Their factol at the time, Augy of Faunel, came to the understanding that she was actually her 
  one-thousandth incarnation, and discovered that she could recall each and every one of her 
  past memories. Following her new addition to the faction’s beliefs, and several other 
  revelations during the following centuries, the Godsmen moved their purpose to helping every 
  living being ascend the ladder of existence in the hopes that eventually a life itself would rise 
  to a new level of existence. 
   
  Both factions continued their own courses, becoming close allies, but at the same time 
  retaining their own beliefs, until the Faction War occurred. Just as conflicts between the 
  factions began to reach a boiling point, factols Vergrove and Darius disappeared. With their 
  leaders gone, both factions individually concluded that they had ascended to another level of 
  existence, but like most of the other factions tried to keep their disappearances in the dark, 
  not realizing that this occurrence was not unique to their faction. When full-out warfare finally 
  started between factions, both groups were in a state of confusion. Without the factols to 
  guide them, all the factions began to fall apart, each accusing another of the turmoil that 
  wracked Sigil. A few days after the destruction of the Armory at the hands of a combined force 
  of Hardheads, Martyrs, and Sensates, both the Sign of One and the Believers of the Source 
  chose to join this alliance in the opposition of the Anarchist threat, realizing that the stability 
  of the City of Doors was now at stake.  
   
  Eventually, when the Lady of Pain intervened and chose to cast the factions out of Sigil once 
  and for all, the Godsmen realized that this was possibly the catalyst they had all been waiting 
  for. How could they experience all that the planes had to offer if they simply stayed confined 
  to one city? Taking the much-needed push, they chose to abandon Sigil, intending to leave for 
  the limitless potential of the planes. Just prior to their leaving Sigil for good, the Godsmen 
  were approached by the Sign of One. In recent times the strain of keeping a faction based 
  entirely on the ideal that every member was the center of the multiverse was starting to have 
  an effect. So many splinter groups had formed from the Signers that they were gradually 
  beginning to fall apart, each chasing their own personal objectives, forgetting the true 
  47
  
   
  Factions 
   
  meanings behind the faction. As a result, the remaining high-ups chose to make an offer to 
  merge with the Godsmen, hoping to form a new faction by joining their like beliefs. The 
  faction that arose from this union was the Mind’s Eye, also known as the Seekers.  Merging the 
  philosophies of the two factions, they elected Ombidias, former factor of the Godsmen and a 
  voadkyn from the little-known prime world Glemayne, to be their new factol. The Seekers 
  chose to move out into the planes to find what destiny awaited them, ready to find the 
  inspiration and motivation that their predecessors had lacked. 
   
  Upon leaving Sigil, the Seekers wandered aimlessly amidst the magnitude of the planes for a 
  time, lost as to where to go or how to continue their plans. Gradually, after much traveling, 
  they found that the Outlands was the plane most likely to suit their needs, a land of unlimited 
  variety from which they could extend their search into the more turbulent planes surrounding 
  it. Thus it has become the center of many Seeker journeys, a suitable doorway to everything 
  the Great Ring has to offer. 
   
  Goals 
  The Mind’s Eye is generally a very individualistic, scattered faction. As a result, it lacks much 
  of the structure and influence of the more organized factions, the members being more 
  interested in the achievement of the individual’s own personal goals than in the overall might 
  of the faction. As a whole, the Mind’s Eye is still in the process of forming its plans and 
  intentions, being currently most interested in working out its place on the planes. The majority 
  of the faction for the time being is located around Tir na Og, the realm of the Celtic pantheon. 
  This place seems to be quite an inviting location to use as a base of operations, and though 
  there is still some dispute, it appears for now to be a temporary power center for the faction, 
  at least until a proper decision can be reached. Although the Seekers are based in the 
  Outlands, the majority of them do not stay in one place for any extended period. Expanding 
  their horizons, many have taken to traveling the planes as much as possible, hoping that it will 
  provide them with some new insight into their own teachings. 
   
  One of the main objectives of the faction currently is to try to form allegiances with several of 
  the other exiled factions wandering the planes, creating bonds from their similar  
  situation if nothing else. These negotiations are going well with the Fraternity of Order, but 
  also with the Athar, albeit to a lesser extent. 
   
  Despite these issues, possibly the greatest problem that Factol Ombidias is being forced to deal 
  with is sorting out his own faction’s members, and keeping the more problematic ones under 
  control. Some of the Seekers still seem to cling too closely to their old factions’ tenets, 
  unwilling to modify their beliefs in accordance with the dramatic changes that have occurred 
  over the past few years. This issue has not become too major yet, but Ombidias has every 
  intention of “nipping it in the bud” before it begins to grow out of hand. Occasionally there are 
  small flare-ups between those who interpret the faction beliefs differently, but on the whole, 
  the situation is being kept under control. 
   
  An issue that is currently being discussed is the proposal of the construction of a new faction 
  hall. Although not even the style or scale of such a building has been addressed, several 
  suggested locations have been offered. The currently most popular ones are in the city of 
  Thebestys, which is said to have a library containing the answer to almost any question, and an 
  undefined location in the Hinterlands, though the latter is only supported by the more 
  eccentric members of the faction. Some have even suggested the notion of a hall capable of 
  shifting from plane to plane, an idea which would not only demonstrate the outgoing style of 
  the Seekers, but also make a clear statement of power to the rest of the factions. 
   
  48
  
   
  Factions 
   
  Allies 
  Due to the relative youth of this faction, the Mind’s Eye has had very little time to develop 
  allegiances, or set up its place among the rest of the factions. Despite this, the Fraternity of 
  Order feels a certain sense of kinship with the Seekers, and is probably the closest group that 
  the Mind’s Eye has as to ally to date. Seeing many similarities between the two factions’ 
  central beliefs, the Mind’s Eye realize that the Fraternity of Order’s constant search to 
  understand the laws that bind the planes together, and their own acceptance of the tests that 
  the multiverse presents, are not so different. 
   
  The Athar are also in the process of trying to develop a level of friendship with the Seekers. 
  This is primarily due to the fact that both call the Outlands home, and because of the 
  vulnerable situation that the Athar are currently in, now that the Lady of Pain does not protect 
  them from the powers. Several groups of ambassadors and diplomats have presented 
  themselves to the Seekers in hopes of allegiance, but there is still a reasonable level of 
  mistrust, mainly due to the bitter rivalry between the Athar and the Sign of One prior to their 
  disbanding. 
   
  Enemies 
  Likewise, the Seekers do not have any real foes currently. They simply have not been around 
  long enough to be able to tread on anyone’s toes seriously enough to spark proper conflict. This 
  is bolstered by the fact that the Believers of the Source were generally well received 
  throughout the planes, and although since their disbanding this benefit has lessened to a 
  degree, the legacy of their influence among most political groups is still partially present 
  today. 
   
  Unfortunately, the somewhat self-absorbed attitude of the Seekers is gradually growing into a 
  widespread stereotype across the planes. Although on a political level they are currently 
  unopposed, faction members have a growing bad reputation among the normal populace of the 
  planes as being troublemakers. This is gradually developing into an issue for the faction, as the 
  numbers of those wishing to join the Seekers are generally low. 
   
  The Revolutionary League 
   
  Broggo cast a peery eye over his shoulder. No one was coming. He breathed a sigh, and 
  returned to work.  His fingers nimbly flipped through ancient leaves of paper, yellowed and 
  dusty. He’d been at the Mortuary for two months, and those cursed Dusties weren’t the type 
  to wigwag. Nope, they were silent as the dead they fawned over. But Broggo got the feeling, 
  deep down in his gut, that they were up to something. 
   
  There were better assignments out there than this, but Broggo was still green. Someday, he’d 
  prove his worth to the cause, and they’ll let him hang around the Civic Festhall. Broggo was 
  doing his level best to act like one of the berks here. Wasn’t easy, walking through these 
  echoing chambers in the half-light, nor was it easy staring at corpses every day and not 
  flinching. And the Dustmen kept as quiet as the dead, softly creeping about, going about their 
  business. 
   
  He needed to find some papers that weren’t written back when his grandmother had teeth. If 
  Broggo could get his paws on the Dead’s secrets, then he could give this pit the laugh. The 
  Dustmen pretended they were just law-abiding citizens, that they were a faction no more. But 
  Broggo didn’t buy it. Broggo reached for another pile of scrolls, lost in his thoughts. 
   
  Dirt-caked fingernails dug into his neck, as the stale air of the Mortuary was forced from his 
  throat. Grabbing the bony arms and slowly twisting around, Broggo stared into eyes like open 
  49
  
   
  Factions 
   
  graves. His tongue swelled up like a worm in the Ditch after the rain, and his eyes rolled back 
  into his head. He hadn’t heard the thing coming. The dead were quiet indeed. 
    
  The Revolutionary League stands for the reversal of the present order. Operating in utmost 
  secrecy, they strike out against their enemies from the darkest shadows. Ask a group of 
  Anarchists what their ultimate goal is, and you’ll get a different answer each time. Truth is, 
  the Revolutionary League has never been known for unity or cohesion. The members are so 
  paranoid they don’t even trust each other, much less agree on a common objective. What they 
  can all agree on, though, is that no one should be telling anyone else what to do. Exiles, 
  runaways, and misfits all find a home of sorts with the Anarchists, and a dream of a better 
  tomorrow where all folks’re free to make their own way, and face up to the darks of the 
  multiverse by themselves. 
    
  Philosophy: The truth can only be found once the chains of the social order are removed. 
  Headquarters: Carceri. 
  Nickname: Anarchists. 
  Majority Races: Chaonds, githzerai, half-elves, humans, tieflings. 
  Majority Classes: Fighters, rogues, sorcerers. 
  Factol: None. 
  Prominent Members: Hazrag the Shifty (NE male human Rog14 Revolutionary League), Little  
  Miss Tempest (CG female gnome Ftr11/Rog6 Revolutionary League), Baltazar Clearview 
  (CN male tiefling Brd15 Revolutionary League (Committee of the People)) 
  Alignment: Any non-lawful. 
  Symbol: The conjunction of two curving, bladed golden designs.   
    
  Philosophy 
  Order is slavery. No one should be able to tell another what to do, not the city officials, not 
  the judges, not the rulers, not even the powers. See, an authoritarian god’s just one more 
  taskmaster on a guy’s back, keeping him down. The Anarchists fight to tear down all repressive 
  structures, from the lowest toady to the highest of the high-ups. Several ways exist to 
  accomplish this goal, and the League ain’t shy about using just about any of ’em. From 
  propaganda to sabotage, infiltration to assassination, the invisible army of the Revolutionary 
  League fights its war with any weapon it can get its hands on. If they can just uproot all of this 
  decaying system, then the people will finally be able to find the truth. Why is that, you ask? 
   
  The planes, as any planar will tell you, operate on belief. If someone can tumble to the dark of 
  what makes them tick, then the planes truly open up for them. But that’s easier said than 
  done, and there simply ain’t no chance of doing that with things the way they are. A body has 
  to be able to make their own choices, for good or bad, to get anywhere. But no one’s going to 
  let them do that. The folks in power, well, they want to keep it that way. They like sitting on 
  top of the heap, and they won’t let anyone topple them without a fight. Most poor fools don’t 
  know any better, and swallow any lie they’re told, and ask for seconds. But if all you believe is 
  what someone else tells you, you’re never going to find the truth.  The Anarchists are there to 
  help you shake off those chains, whether you like it or not. It’s for your own good.   
   
  The Revolutionary League is open to all alike, regardless of race, profession, or background. 
  Well, as long as you aren’t lawful in alignment, that is. While some would say that the 
  exclusion of folks with a lawful bent makes the Anarchists just as reactionary as their enemies, 
  fact is, lawful types don’t have the thirst for upheaval that a true Revolutionary does. Anyone 
  else who wants to can join up, if they can find their way in. The best way to contact this secret 
  society is to make yourself visible (but not too visible).  Let your dissatisfaction with the way 
  things are be known in quiet conversation with enough people, and sooner or later, someone’ll 
  come calling. Because of the League’s welcoming nature, it’s provided fellowship (structure 
  even, paradoxically enough) to any number of bashers who never would have found it 
  otherwise. 
  50
  
   
  Factions 
   
    
  Some wonder if the Revolutionary League ever qualified as a faction, and why the Lady of Pain 
  would let them exist. Well, for starters, trying to figure out what the Lady’s up to will drive 
  you mad, and if you ain’t quiet about it, it’ll drive you into the dead-book or the Mazes. If the 
  Lady kept ’em around, she must have had a good reason. Some of the more introspective 
  Anarchists or their analysts figure it was because the Anarchists provided a place for those who 
  didn’t have any other place to be. Even if most Anarchists listed the Lady as one of their 
  eventual targets, what did she have to be afraid of, anyway? In fact, a few think that the real 
  reason the Lady hasn’t flayed them all is ’cause she knows they’re right.  So, she lets them go 
  on, skulking and planning with the occasional upheaval. It’s all for the greater good, and it’s 
  not harming her rule none. As for whether or not they were a faction, the Lady proclaimed 
  fifteen factions back in the days of Great Upheaval. So even if groups like the Indeps and the 
  Anarchists chafed at the definition, they fit it better than any other comers. And even if they 
  operated without factols, they were still mighty big movers in the Cage. 
   
  But for all that, there’s no real unifying philosophy at work in the League. Everyone’s working 
  towards this perfect society, but no one’s agreeing on just what that society is. The League 
  could’ve become a cozy little group of old men, sitting in their comfy armchairs and rattling 
  their mouths about this, that, and the other. But the Anarchists don’t have time to worry about 
  the future; what matters is right now. The Anarchists believe in action, thinking the rest will 
  take care of itself. Otherwise, nothing would get done. The one thing the Anarchists can all 
  agree on is that things need to change.         
   
  Brief History 
  Who knows when the League started? Not even its own members know. They’ve never been 
  much for record-keeping, after all. Anarchists have a tendency to look at all sorts of 
  revolutionaries from the past and bring them into the fold. And other folks do the same, 
  painting all dissidents with the same stripes. But many of these heroes never belonged to a 
  faction calling itself the Revolutionary League. The same is true today, for better or worse. 
  Anytime something bad happens, the Anarchists get blamed. Everything from bar fights to 
  childish pranks gets laid at their feet. 
   
  What is known for sure is that Anarchists have operated in Sigil for a few hundred years, maybe 
  as many as 700, or as few as 300. In that time, all sorts of havoc have been caused. Two major 
  assassinations are the known work of Anarchists: Factol Kraymar the Bloody of the Mercykillers 
  and Factol Sarin of the Harmonium. Kraymar (mustn’t forget “the Bloody”; those charged with 
  crimes by him sure didn’t) was engulfed in a spectacular conflagration of spells flung from 
  several alleyways as he marched to the Prison one day. It’s said that his carefully orchestrated 
  assassination was not solely the work of the League, but was aided by several Mercykillers who 
  felt he needed to be slapped down. Sarin fell to an enchanted arrow, and his death helped 
  spark the bouncing keg of powder that was the Faction War. 
   
  Other victories for the Revolutionary League include Omar, the Anarchist infiltrator who made 
  it all the way to the top of the Harmonium. Upon his election to factol, he tried to disband the 
  Hardheads, but they arrested him and handed him over to the Guvners at the courts. They then 
  handed him over to a Mercykiller executioner and that was that. Still, it was a roc-sized 
  feather in the Anarchists’ caps, throwing light on the fallibility of the factions. Anarchists were 
  also responsible for the revelation that dull little Factol Hashkar of the Fraternity of Order was 
  actually a petitioner, and of the Lady of Pain at that! This caused quite a ruckus in the days 
  leading up to the Faction War, until Hashkar was laid low by a Xaositect, and the story lost its 
  punch. But it certainly made the old sage more interesting than he had ever been before. 
   
  For centuries, the Revolutionary League plotted the downfall of the factions. They figured with 
  the factions and all their hide-bound traditions and viewpoints out of the way, the average 
  planar in the street would be practically free. The factions had become the symbol of 
  51
  
   
  Factions 
   
  everything the Anarchists hated, and all their energies were focused on knocking them aside. 
  Nowadays, that vision proved a bit shortsighted. Sure, the factions controlled the functions of 
  Sigil, but it’s not like a city without factions has no rules or officials. With the Lady’s Edict, the 
  League’s dreams came true; the squabbling of the factions finally ended with the Lady of Pain 
  stepping in and saying through her dabus mouthpiece, “Pike it, berks, or you’ll get yours!” And 
  the factions went away, just like that, though they seem to only be biding their time, waiting 
  for the Lady to change her mind. 
   
  So the League got what it wanted, right?  If only. After they were done patting themselves on 
  the back, they started looking around and asked, “Now what?” No answer has been 
  forthcoming. And truth be told, the League had a lot to do with the current state of affairs. 
  They stoked the flames, spread the rumors, lied, cajoled and killed to keep the Faction War 
  rolling right along. Good for them; they did what they set out to do. Now they’re dusting 
  themselves off, and haven’t got the first clue what to do next. See, they had been operating 
  under the idea that philosophizing could wait for so long, their rusty brains can’t get back into 
  the habit too quickly. The hated factions have been kicked out of Sigil, but nothing much 
  seems to have changed. There are still courts; there are still those who’ll beat you down soon 
  as look at you; there are still fat merchants with their fat fingers worming into every slice of 
  pie. And as successful as the Faction War was, the Lady sent the top-shelf Anarchists to the 
  Mazes, leaving what little leadership they had in shambles. 
   
  So, when word came down from the Lady, the Anarchists bolted to their hidey-hole in the first 
  layer of Carceri, almost to the one. Nestled amongst the prisons of Othrys, the Bastion of Last 
  Hope squats like a big, stony toad. This natural bluff is riddled with caverns and chambers, and 
  has one of the few reliable portals out of Carceri, connecting up to the City of Doors. This 
  secret base traditionally operated as a safe house for Anarchists who needed to lay low for a 
  while. Even here, Anarchists wore masks and kept their real names dark, for the most part. The 
  truly desperate could go under the knife, and come out with a new face, though it was rarely a 
  pleasant one.  Now, this den bristled with Anarchists, elbow to elbow, plotting their next step. 
  Some remained in Sigil or other bases, waiting for the word to come down. Many couldn’t wait 
  for the word to come, and ran out to cause turmoil in the meantime. In Sigil, they operate 
  without symbol or name, but it’s still pretty much the same.  
    
  Then there’s the Daughters of the Light. This pan-factional group formed for the purpose of 
  quashing the League. Membership was open to all, regardless of race, faction membership, or, 
  despite its name, gender. They drew members from almost every faction save the Anarchists. 
  To them, the Revolutionary League did not qualify as a faction, and was instead the greatest 
  threat to peace Sigil knew. But that changed after the Faction War. The Lady of Pain proved 
  the League right; she revealed that the factions themselves were the problem all along. Now, 
  the Daughters exist to stamp out the remains of every faction but the Revolutionary League. 
  Some bloods say this organization is a tool of the League, always has been. Before the Faction 
  War, the Anarchists used them to spread disinformation about the Anarchists, making sure 
  everyone knew how dangerous and powerful the Revolutionary League was. Since the War, 
  these cat’s paws have been manipulated into finishing the job of destroying the factions and all 
  their works. There’s probably some truth to it; after all, the Anarchists are masters of the 
  infiltration racket. Hazrag the Shifty, a guy who manages to both swagger and slink at the same 
  time, says it was all his idea, but he’s been known to lie before.  
   
  Goals 
  Many of the Anarchists are of the opinion that with the factions off their throne, planar society 
  is on the cusp of coming into its own. It still needs a further push, though. Obviously the people 
  aren’t quite ready, ’cause the blindfold’s been taken off, but they still can’t see their way. 
  The skeletal remnants of authority remaining in Sigil need to be smacked down, and then a 
  transitional governing body will be put in place, made up of members of the Revolutionary 
  League. This new “Committee of the People” will shepherd the berks toward the next stage of 
  52
  
   
  Factions 
   
  development. The Anarchists say they’ll only need to run things for a little while, until 
  everyone can stand on their own feet. It may be harsh, but it’s necessary. 
   
  Of course, not all Anarchists like this idea too much. In fact, some of ’em are so against it, 
  they’ve splintered off, and are working to stop the Committee’s plans. This has become their 
  primary focus, and fighting them off has become a big focus of the Committee too, if they 
  want to survive to see their master plan come to fruition. What’ll the splinter group do once 
  they’ve gotten rid of the Committee?  Go back to doing what they’ve always done, namely 
  working to free planars everywhere from the yoke of law and order. They just don’t see the 
  point of replacing that order with one of their own making. 
    
  Plenty of Anarchists haven’t sided with either group. Some want to see how it plays out before 
  they line up; no point in backing the loser and getting strung up with them after all. Others 
  think it’s all a waste of time to be fighting amongst themselves, when there are plenty of 
  enemies out there who don’t wear an Anarchist’s badge. Whatever their reason for playing the 
  middle, they operate pretty much as they’ve always done, while they wait for the True 
  Revolution. 
    
  Debate broke down real quick. Remember, Anarchists tend to be fighters, not talkers. The 
  splinter group operated in secret for a good while, but once the Committee figured out there 
  were “traitors” in its midst, the purge began. The fighting lasted about a week, but so many on 
  both sides knew secrets about their own hideouts, there was no way for anyone to hold it for 
  long. But Carceri’s a big place, and there’re lots of places to hide. Skirmishes are frequent, but 
  deaths are rare. Little Miss Tempest, one of the deadliest gnomes to stalk the planes, 
  continuously hops between Curst and Carceri. Her tireless efforts against the Committee of the 
  People have won her the admiration of friend and foe alike.  
   
  Anarchists fight each other the same way they fight their other enemies. Anarchists spend most 
  of their time infiltrating other organizations. They keep their real faction membership close to 
  their chests, and only their compatriots in their cells know the dark of who they are, and what 
  their missions are. They spread rumors, half-truths, lies, and even actual facts. They blow 
  things up, and they outright murder. They operate in autonomous cells of three to eight 
  members. At all times, they act as if they were members of the faction they infiltrate, and 
  that includes going on missions for them.  They take what they can get from the situation, as 
  long as they don’t do anything to risk their cover story.  When a cell grows too large, it splits, 
  with one member belonging to both. The high-ups belong to several cells, spiders at key points 
  on the web, spreading orders and information.  
   
  Allies 
  Friends have always been few. Nowadays, they’re pretty much non-existent. The Doomguard is 
  crippled, hiding out. The Xaositects have officially disbanded, not that they were terribly 
  organized to begin with.  Course, there are still plenty of them around, possibly even more 
  chaotic then they were before. Neither of these groups were staunch allies, but the Anarchists 
  worked with them on occasion. And though they may not agree, many Anarchists admire the 
  Bleakers’ dedication to helping the unfortunate and downtrodden. 
    
  Enemies 
  All factions are officially counted as the Enemy. So are the guilds, the governments, and the 
  powers themselves (though most Anarchists leave those to the Athar). The Harmonium are 
  especially loathed. While the Sons of Mercy are better than the Mercykillers were, the Martyrs 
  butt heads with the Anarchists often enough, and the League doesn’t like their presence in 
  Sigil. The League also keeps a close eye on the Fraternity of Order, even while they sit on the 
  gears of Mechanus. 
   
  53
  
   
  Factions 
   
  The Ring-Givers 
   
  “But that’s the beauty of it!” 
   
  Jeremo danced around the room at a dizzying pace, forcing Ingwe to close his eyes. The Lady’s 
  Jester paused after a bit, noticing the look of pain on the man’s face. A sly expression crawled 
  across Jeremo’s features, and he leaned in close to his captive. 
    
   “Weary of this life, Ingwe? Care to move on?” A sneer punctuated Jeremo’s sarcasm. 
   
  Ingwe struggled to open his eyes, fighting to remain conscious as long as possible, his lifeblood 
  seeping away from the wound to his head. With great effort he spoke. “You offer me your 
  sympathy, even if only in jest, which puts me in your debt. In exchange, I offer you that which 
  you desire…control of the Ring-Givers.” 
   
  Jeremo stood silent, stunned for a moment, before giving a great shout and spinning around 
  the room at an even dizzier pace. “Ha ha!  I won!  I won!”  He careened off the walls and 
  bumped into Ingwe’s chair several times during the celebratory dance. Ingwe felt the rope 
  slip. 
   
  Keeping his eyes on the Lady’s Jester, one of the most powerful men now left in Sigil, Ingwe 
  slowly freed his hands. He smiled and whispered, “Realize that this great gift puts you in my 
  debt, Jeremo. There will come a time when the power you have craved will become an anchor 
  around your neck. I can only hope that by leading the Ring-Givers you will come to truly 
  understand the nature of giving, before it is too late.” 
   
  Ingwe crushed the delicate talisman secreted in the hem of his tunic, calling in a favor owed 
  to him by another of Sigil’s elite and powerful. With a barely audible “Pop!” the former 
  leader of the Ring-Givers vanished from sight. Several seconds later, Jeremo finally noticed he 
  was alone. 
    
   “Where have you gone, Ingwe? No matter…no matter… I have what I want. Now, where to 
  begin?” Jeremo gave a dramatic pause, one finger resting on his lips in mock thoughtfulness 
  before breaking into more capering and dancing.  “Aha!  I have it!  It is always best to begin at 
  the beginning…” 
   
  The Ring-Givers are a small but growing faction from Ysgard. Completely opposite in ideals 
  from the Fated, the Ring-Givers believe that everything that is given up will come back to 
  them. Thus, whoever can give up everything and convince the multiverse to do likewise will 
  reap the greatest reward in true accordance of the Unity of Rings. To the Ring-Giver, 
  possessions are a form of limitation, and freedom from desire equates to complete power over 
  oneself and eventually the multiverse. Ring-Givers live only on the charity of others, and they 
  thrive in doing so. In a place as cold and uncaring as the multiverse, that is an accomplishment 
  indeed. 
   
  Philosophy: You only get as good as you give. 
  Nicknames: Bargainers, Beggars. 
  Headquarters: Palace of the Jester in Sigil. 
  Majority Races: Bariaurs, half-elves, humans, tieflings. 
  Majority Classes: Any. 
  Factol: Jeremo the Natterer (CN male human Ftr6/Rog12 Ring-Givers) 
  Prominent Members: Borghild Walsing (CG female human Sor9 Ring-Givers), Grim Arneger (CN  
  male human Ftr7/Rog5 Ring-Givers), Ingwe Alting (CG male human Ill14 Ring-Givers), 
  Ragin Ravensson (NG male human Rgr12 Ring-Givers), Voltraagh (CE glabrezu Brd4 Ring-
  Givers) 
  54
  
   
  Factions 
   
  Alignment: Any, with chaotic and good tendencies. 
  Symbol: Outstretched hand with a ring in its palm 
   
  Philosophy 
  Freedom is the true path to power. The acquisition of material possessions dulls a person’s true 
  potential. The responsibilities of business and property distract from a person’s true purpose. 
  When you have nothing, then you truly have everything. 
   
  Ring-Givers covet neither money nor possessions, and rarely do they wield overt power. They 
  keep themselves free of debts while living day to day on the charity of others. When given an 
  object, a Ring-Giver uses it as the need arises, then passes it on to another more in need. 
  Rarely does a Ring-Giver keep more than the bare essentials. 
   
  Such a lifestyle would seem self-defeating, especially on such an independent plane as Ysgard, 
  where charity is considered an insult. What distinguishes a Ring-Giver from any common beggar 
  in any city on any plane is a sense of integrity and self-worth that remains in balance. Ring-
  Givers don’t expect a free ride; they gladly work for what they need, and they lend aid without 
  complaint. “The gods help them who help themselves,” is a favorite saying, and the most 
  unlikely of creatures have given aid in the most unlikely of situations.  Stories of such fortune 
  have helped their philosophy spread slowly throughout the planes. 
   
  Of all the factions, the Ring-Givers’ philosophy has possibly been subject to the most 
  interpretations.  People tend to embrace the core of the Ring-Givers’ ethos – give and others 
  will give to you – and alter it to fit their individual perspectives. The Ysgardian Ring-Givers 
  philosophy remains the best-known interpretation: people in a community contribute as much 
  as they can while keeping track of those who owe them something in return. A wainwright 
  mends a farmer’s wagon wheel, knowing the farmer will bring him a bushel or two of apples 
  when the crop is ripe. A woman cleans her neighbor’s house when there’s a new arrival, as the 
  neighbor did the same the previous year. When a stranger comes to town, a family feeds him 
  and gives him a bed for the night; if the stranger doesn’t pitch in and help around the house 
  the next day, the family knows they’ll be paid back all the more. Such folk hold on to the 
  favors owed as if they were the purest platinum, trusting their charity will be returned in kind 
  eventually. And they’re usually right. 
   
  Limbo and Pandemonium see a fair number of Ring-Givers as well, as it’s easier to give up 
  everything when you don’t have anything to begin with. While this makes those planes a bit 
  more hospitable, Ring-Givers in those regions are more likely to make a quick shift of 
  perspective when it doesn’t look like they’ll be making something for their help. 
   
  On the fields of Elysium and across regions of the Upper Planes, the Ring-Givers’ philosophy is 
  less self-motivated and more altruistic in nature. Believing that it is a moral obligation to give 
  one’s all to those around them, these Ring-Givers act to better the community as a whole. In 
  their eyes this is the only path to the greatest benefits for everyone, and by living by example 
  they slowly convert the multiverse to follow their lead. Not everyone may do so for the same 
  reasons, but the very act of giving is enough. 
   
  Abyssal Ring-Givers have the most twisted interpretation – everyone owes them something, for 
  one reason or another. A Bargainer on the Plane of Infinite Portals might admire a fighter’s 
  sword, suggesting that it would help him keep his silence if questioned about the fighter’s 
  whereabouts. A quasit might solicit individual gifts from party members, implying it would 
  “forget” the adventurer was with the others if the price is right. Even a marilith might accept a 
  person’s belongings in exchange for not killing them. Hardly any different from regular 
  extortion, the Abyssal Ring-Givers consider such gifts payment for a debt inherently owed, and 
  that their “gifts” of inaction can be just as valuable as active assistance. 
   
  55
  
   
  Factions 
   
  Brief History 
  Like most of the factions, the origin of the Ring-Givers is unknown, though it almost assuredly 
  began in Ysgard. The principles of the faction seem to have existed in different forms for a 
  very long time, but it was Ingwe Alting who gave it a firm philosophical foundation. In a land 
  where brawn triumphed over brains on a daily basis, Ingwe Alting found himself ineffective in 
  the pursuit of glory by combat. He had no skill with a sword and little coordination, and he 
  lacked the strength and stature of his peers. This troubled him greatly, for he wished to live up 
  to the ideals of his forefathers, and by the standards of his people he did not contribute to the 
  honor of his clan. 
    
  Failing to find prestige through combat, the illusionist sought to win respect through another 
  Ysgardian tradition: hospitality. Using his magical talent to provide bountiful food and 
  entertainment, Ingwe earned a reputation as a wonderful host, and by offering more than was 
  customary of his family’s resources, over time his visitors all came into his debt. As his 
  influence over the community grew, so did his generosity, until a cycle of favors and 
  repayments established him as one of the most successful men in his region. 
    
  His fame naturally spread as others attempted to follow his path to fame. True to his nature, 
  Ingwe shared the secrets of his success, gaining him the respect and admiration of like-minded 
  Ysgardians. Thus, he was eventually given leadership over the fledgling Ring-Givers and named 
  its factol. For years Ingwe gave his all to the faction, formalizing its ideals and guiding his 
  fellows to understand their true meaning. Unfortunately, the Ring-Givers became an 
  organization of a select few precisely because of this perfectionism, and the faction’s growth 
  became stunted. It is believed that is one of the main reasons Ingwe “gave” the stronghold of 
  Skeinheim on Ysgard back to the Fated and moved the majority of the faction’s organization to 
  the City of Doors shortly before the Faction War. 
    
  This played into the hands of Jeremo the Natterer, who used the war to stage a coup and seize 
  control of the faction. In the wake of the Lady’s Edict Jeremo’s natural charisma and ambition 
  is spearheading the Ring-Givers’ philosophy across the Outer Planes, where its message is 
  becoming more common, if diluted. No one is quite sure how Jeremo is running the Ring-Givers 
  out of Sigil; is he truly mad, or does the “Lady’s Jester” have a special deal? Whatever the 
  reason, it has drawn even more eyes to the Ring-Givers as the other factions consider their 
  position in the multiverse. 
   
  Goals 
  Aside from whatever the goals of Jeremo the Natterer are, the Ring-Givers as a whole have no 
  direction or higher purpose other than general enlightenment of the multiverse’s populace. 
  Through their spreading their philosophy to others, more people across the planes become 
  accustomed to giving, which in turns reinforces the ideals of the faction and the benefits of its 
  individual members. Likely as the faction spreads and its power grows, Jeremo will begin to 
  pull his weight more and more, but in the meantime he seems just as focused on spreading its 
  ideals as any member. 
   
  Allies 
  The Ciphers have always been the Ring-Givers’ staunchest allies. Both organizations believe 
  that action is the key to existence, but the Ring-Givers believe that giving is the only action 
  that counts. The Ring-Givers also have improving relations with the Sons of Mercy and the Bleak 
  Cabal, which both find common ground with the Ring-Givers’ dedication to giving to the 
  community, whatever the reasons. Most other factions regard Ring-Givers in a favorable light, 
  as generosity begets feelings of good will. 
   
  56
  
   
  Factions 
   
  Enemies 
  The Fated have long considered themselves the enemy of the Ring-Givers, but in truth, the 
  organizations are two sides of the same coin. One takes, the other gives. The flip side being 
  that despite their best attempts, the Fated always find themselves paying for the Ring-Givers’ 
  generosity in the end. Naturally, the Ring-Givers enjoy this relationship, despite its tendency 
  towards competitiveness, and while a Ring-Giver will rarely speak ill of the Fated, one would 
  be hard pressed to find a Taker that thinks much of the Ring-Givers. 
   
  The Society of Sensation 
   
  Turim writhed in agony, his eyes forced wide by fear, pain surging down his nerves like 
  burning white lightning. The baatezu leered over his contorted, twitching form, as the imp 
  servants slowly, almost teasingly, peeled back another agonizing layer of Turim’s skin, a 
  depraved smirks spreading across their monstrous little faces. 
   
   “Stop,” the paeliryon commanded in its sickly voice, a voice that would almost have seemed 
  appealing to the shad were it not issuing from the obese, sagging mass of weight that was his 
  tormentor. Drawing closer, bringing its garishly painting face within a few inches of Turim’s 
  face, the devil leered, gently stroking its claws across his flayed chest, sending new jolts of 
  agony through his body. The shad gasped for breath, though the air around him was filled with 
  the thick, intoxicating aura that followed his captor like a cloud of sickly, syrup-choked flies. 
   
   “Maybe now we will talk, my dear little shad, my precious little shad,” it whispered 
  coaxingly; “this will soon all be over if you tell me what I want to know. You know how much I 
  want to know, and you know how much you want to tell me.” It licked its tongue delicately 
  over its sharp needle-like teeth, drawing even closer. “Don’t try to deny it.  Deep down you 
  know you want to tell me. You know that this can all end in an instant. All you have to tell me 
  is this one little, trivial secret and all your suffering will end.” 
   
  Turim stared back, his eyes filled with an overwhelming hatred for this obscenity, the very 
  concept of evil given form incarnate. It watched him calculatingly for a few more seconds, 
  then withdrew its face, an expression of mock disappointment splayed across the hideous, 
  geisha-painted visage. Suddenly lurching forward with a speed which belied its size, the 
  Paeliryon grabbed Turim’s slender throat in one hand, ripping him from the table which he 
  had been tied to and with a look of malicious glee thrust its monstrous claws into his gut, as 
  though he were a limp straw doll. Screaming with pain, Turim squirmed in its grasp as he felt 
  his very body distorting, blistering as his flesh lost form slowly. 
   
  Suddenly the shad felt a jolt, as though his mind were being thrown back into a dark, 
  shapeless void of nowhere. Then he felt his body impact with the floor. Opening his eyes 
  slowly as they adjusted to the light, he saw the smooth, perfectly spherical sensory recorder 
  stone on the pedestal upon which it was kept. Gasping for breath, streams of perspiration 
  flowing down his forehead, his breathing came in quick and shallow gasps. He pulled himself 
  from the floor consciously as several other Sensates stared in his direction, one or two of the 
  more senior faction members smirking to themselves knowingly. 
   
  His breathing steadying, Turim eyed the stone warily with a newfound level of respect. Maybe 
  he would think twice the next time he made drunken bets with his peers at the Portal 
  Jammer. No wonder the elderly githzerai had given him the expression she did when he 
  requested the use of this particular stone... 
    
  The Society of Sensation goes by the basic philosophy that to truly understand something, it 
  first must be experienced. With this as their compass, a Sensate travels the planes in the 
  57
  
   
  Factions 
   
  attempt to find new experiences, in the process coming to understand these new concepts. 
  Although many claim them to be simply hedonists, in truth there is much more to this path. A 
  “true” Sensate will accept any experience short of death, no matter how unpleasant, as they 
  feel that whether a Sensate enjoys an experience has little to do with whether they learn from 
  it. As a result, while one member may be sampling expensive wines imported from an obscure 
  prime world, another at the same time may be testing his perseverance in the depths of an 
  Elemental Plane, yet both do so in the same never-ending pursuit of knowledge. 
   
  Philosophy: You can only understand the multiverse by experiencing everything it has to offer. 
  Nickname: Sensates. 
  Headquarters: The Gilded Hall in Arborea. 
  Majority Races: Aasimar, bariaur, chaond, elves, half-elves, halflings, humans. 
  Majority Classes: Bards, fighters, psions, psychic warriors, wizards. 
  Factol: Cuatha Da’nanin (LN male half-elf Rgr15/Eye of Da’nanin5 Society of Sensation) 
  Prominent Members: Annali Webspinner (CN female bariaur Ftr7 Society of Sensation), Quleine  
  (NE female alu-fiend Sor5 Society of Sensation) 
  Alignment: Any. 
  Symbol: A navy blue disc with a lighter metallic-blue foreground.  Engraved at the top is a  
  blank, genderless face, prominently displaying the nose, eyes and mouth.  Below the 
  face, a cupped hand and ear are located.  The clear depiction of the human sensory 
  organs symbolizes the unity of the senses. 
    
  Philosophy 
  The Sensates are based entirely around experience. As they would put it, your senses are the 
  only things that allow you to truly know that something exists. To know an object exists you 
  first must see or feel it. To be able to comprehend a food’s taste, you must have eaten it. To 
  understand the meanings of a new piece of music, you must have heard it. This makes 
  experience the ultimate teacher, and all knowledge must therefore stem from it. A Sensate 
  can then apply such an explanation to anything that can be thought of, for every physical thing 
  requires the senses to be experienced, and all mental concepts require a connection to 
  physical reality, for without outside inspiration the mind cannot function. 
   
  Because of their ideals, the Sensates feel that to gain and build upon personal knowledge, it 
  makes far more sense to actively seek the experiences that life has to offer rather than wait 
  for them to come to you.  In a lifetime a Sensate will experience countless smells, sounds and 
  situations, but this will still only be the most minute fraction of what the planes truly have to 
  offer. While every member is encouraged to travel the planes in search of new experience to 
  be found, they are also given complete access to the Sensoriums in Sigil. 
   
  The Sensoriums span countless rooms throughout the Civic Festhall, the Sensate base of 
  operations within Sigil, each containing thousands of sensory recorders: small, round stones 
  that are used to store specific occurrences or situations that a Sensate has experienced. 
  Through these, junior Sensates can gain wisdom from various experiences, without having to 
  subject themselves to the dangers or difficulties of experiencing them personally. The sensory 
  recorders cannot be taken beyond the doorway of the Civic Festhall without losing their 
  magically stored contents. This feature was originally designed for security reasons, but caused 
  the faction serious problems when they chose to relocate to their current headquarters, the 
  Gilded Hall of Arborea. 
   
  Due to the hands-on style of the Society of Sensation, the life of a Sensate can be a very 
  expensive one. This means that the faction regularly attracts members from the upper classes, 
  who easily have the money to take exotic trips to any of the planes that they care to. This is 
  both a burden and a boon to the faction. On the plus side, a large amount of money becomes 
  available to the Sensates, making them possibly the most financially secure of all factions.  
  58
  
   
  Factions 
   
  They are able to spare no expense in their fantastical productions of many well-known plays, 
  hiring powerful illusionists to supply special effects, and employing the best actors from across 
  the planes. On the downside, many false Sensates are able to creep into the faction, believing 
  that it is purely about decadent pleasure, or at least using the faction’s facilities to that end.  
  Although many Sensates would like to have these members cast out as the frauds they are, 
  several are also the main benefactors of the faction. Without their financial support, the 
  quality of Sensate productions would plummet. 
   
  Brief History 
  The Society originally formed prior to the Great Upheaval, simply one out of the multitude of 
  groups and factions filling the Cage to the brim. They started as a mere group of associates 
  who would gather together occasionally for simple amusement to help the monotony and 
  boredom of their lives move more comfortably. They would organize small trips across the 
  planes, or just exchange conversation or tell tales, whatever really interested them at the 
  time. As the years passed, folks gradually began to hear of the group and expressed curiosity.  
  Anyone who was dissatisfied with their life would join for the sensations and occasional 
  adventure it brought. The Society enjoyed an influx of members, and as the faction grew 
  people began to look beyond the immediate implications of their experiences. 
    
  Some time after the Society of Sensation was established, construction began on the Civic 
  Festhall. A small fortune was put into this endeavor, with its huge auditoriums, lecture 
  theaters, and training rooms. Despite the horrific amounts of money being put into the 
  building’s construction, those who invested in it realized the financial potential that 
  entertaining the masses could provide. Upon its completion, the Festhall was filled every night 
  with entertainments of every style and description. One evening the audience would be 
  enthralled by some of Sigil’s most prestigious actors performing a well-known tragedy, the next 
  night, the bizarre and breathtaking aerial acrobatics of a troupe of air genasi gymnasts. 
   
  As things constantly improved for the Sensates, they willingly allowed all who wished to 
  become a member to join, irrespective of race or background. Clueless who needed something 
  to cling to after leaving the Prime found the Sensates welcoming, and the faction as a whole 
  continued to flourish. Unfortunately, in all of this progression they had become slightly too 
  indiscriminate in their acceptance of members. Many who claimed membership of the Sensates 
  were simply there for the pleasures that the Festhall provided, ignoring the true meanings of 
  the Society’s beliefs. Others demanded the same entertainments over and over again, never 
  learning to appreciate the uniqueness of each experience. These false Sensates gave the 
  faction the label of hedonists, and although great effort was put into the attempt to rid the 
  faction of such frauds, this problem still plagues the Sensates today. 
     
  All the while, other groups and beliefs had been growing, just like the Sensates. In fact the 
  number of factions was beginning to grow almost out of hand; every direction a basher looked, 
  a new philosophy would sprout from the gutter. The Lady eventually intervened in this growing 
  chaos, demanding that there should be no more than fifteen factions in Sigil. Many factions 
  merged, more died out or split between several larger ones, but all the way through, the 
  Sensates persevered. A factol was elected to organize this more focused faction and the 
  Sensates, as ever, continued to grow. 
    
  Though not a strong supporter of the Faction War, the Sensates did what they could to 
  maintain peace. In an attempt to stop the rising anarchy, the Sensates joined with the Sons of 
  Mercy and the Harmonium, helping spearhead the assault on the Armory, the headquarters of 
  the Doomguard. Afterwards, when the dust of the war settled, they were forced from Sigil 
  along with all the other factions. The Sensates divided, one-half following Da’nanin and leaving 
  Sigil, the others remaining in Sigil to help the city recover from the effects of the war. 
  Da’nanin’s followers traveled with him to Arborea, where they now reside in the Gilded Hall. 
  59
  
   
  Factions 
   
  The majority who remained in Sigil continued to aid those ravaged by the Faction War, helping 
  the city’s inhabitants, and running the Civic Festhall as before. 
   
  Although the Festhall is no longer officially under their control, the Sensates still practically 
  run it, being fronted by the “Entertainer’s Guild”. Annali Webspinner, a bariaur of wide repute 
  in the Cage, has been placed in charge of the Festhall, taking care of its management on a day-
  to-day basis. She insists that the Festhall must continue in its original aim, and it still provides 
  some of the best entertainment available on the planes. The Gilded Hall, although it actually 
  houses fewer Sensates than the Civic Festhall, is now the seat of Sensate power. From there 
  Factol Da’nanin orchestrates the political maneuvers of the whole faction, supported by a 
  council of advisors. Although Da’nanin is technically the leader of all Senates, Annali 
  Webspinner runs the Festhall independently from the rest of the faction, so as not to tempt the 
  Lady’s wrath. 
   
  While the majority of members are still devoted to the core tenets, the Sensates as a faction 
  appear to be taking an increasingly disturbing turn in their ideals. This problem is mainly due to 
  the current factol. Da’nanin was consort to the former Sensate factol, Erin Montgomery, a 
  priestess of the Celtic goddess of healing, Diancecht. The loss of his lover affected Da’nanin 
  severely, and Da’nanin seems to have become a far grimmer, introverted character since then, 
  having taken to brooding for extended periods of time. His deep-set dislike of both Sigil and its 
  ruler is well known throughout the faction, though for the time being he seems to not be acting 
  upon it. This same attitude is slowly affecting those closest to him, as more and more Sensates 
  begin to judge the Lady of Pain as a hypocritical tyrant. Such a development has caused grave 
  concern among the faction high-ups, and many fear that their factol must be stripped of his 
  title if the faction is to remain safe. 
   
  Goals 
  The main goal of the Society of Sensation, as ever, is still to teach others the wonders of the 
  planes and how, through only the senses, true knowledge can be found. Although they have 
  politically relocated to Arborea, the presence of the Sensates in Sigil is still a force to be 
  reckoned with. The Lady may have banned the factions filling political functions in Sigil, but 
  the Civic Festhall continues to be used as the primary recruiting center of the Sensates. It still 
  runs the nightly performances that gave it the name it has today, and many claim that under 
  the guidance of Annali Webspinner, the Festhall has grown not only in power, but also in the 
  sheer wonder and diversity of its shows. 
   
  One primary concern of the faction is the state of their factol. Da’nanin has changed drastically 
  since the loss of Factol Montgomery. Though he was originally a kind, open  
  half-elf, his passion for tales of far lands seems to have been snuffed out, replaced by a grim 
  determination. He has taken to long periods of silence, and is growing increasingly harsh in his 
  punishment of those who cross the Sensates, the once welcoming Gilded Hall now being out of 
  bounds to all non-faction-members, on pain of death. He seems to have developed an air of 
  apathy that coils around him, making his underlings edgy when in his presence. Many Sensates 
  accuse Quleine, an alu-fiend and closest confidant of Da’nanin, of poisoning their factol’s 
  mind, though due to her standing with the factol few dare to speak out against her openly. 
    
  Individual Sensates do what they enjoy most, seeking out new experiences across the 
  multiverse, occasionally returning to recite their tales or record their experiences. They 
  encourage others to embrace their lifestyle as much through friendly debate as by living by 
  example. 
   
  Allies 
  The Sensates have always been very popular with the people of Sigil. Their former factol was 
  possibly the most influential and well-loved citizen of the Cage prior to her imprisonment, and 
  60
  
   
  Factions 
   
  the support of her faction still continues, even after her loss. Because of this, the Sensates 
  have great leverage in Sigil, and even though they’ve been displaced to Arborea, the chances 
  are that the average people would side with them above any other faction. 
   
  Among the other factions, the longest-running allies of the Sensates still around are the Free 
  League and the Fraternity of Order. The Free League are generally seen as recruitment stock 
  by most Sensates, though a cannier cutter also realizes that they make indispensable hirelings 
  due to their lack of allegiance to any particular faction. In the case of the Guvners, the 
  Sensates find their ideals fascinatingly intriguing, even if they seem somewhat quaint, and are 
  willing to ally with them if it favors both sides. 
    
  The newest ally of the Sensates, a group who they had little interest in before, are the 
  Harmonium. During the Faction War both factions worked closely together in the attempt to 
  keep Sigil stable. With the end of the war it seemed obvious to continue with such close 
  connections, and the factions are well on the way to becoming close partners, despite the fact 
  that the two philosophies seem to have little in common. 
    
  Enemies 
  As popular as the Sensates appear to be, even they have gained enemies during their time on 
  the planes. They have clashed with the Sodkillers in recent years, and though they despise the 
  Dustmen’s pessimistic view of life, the most prominent and easily recognizable of threats is the 
  Doomguard. The Doomguard’s ideas flaunt the very basis of Sensate philosophy, as they implies 
  that planes are merely decaying objects from which nothing can be learned. What’s worse, the 
  Doomguard have no desire to stop this decay, embracing the entropy that they feel is the 
  purpose of existence. The lack of desire to preserve the planes is possibly what repels the 
  Sensates most of all, as with the loss of any part of the planes, unique experiences will be lost 
  to the Society of Sensation forever. Although the Sinkers do not seem to go out of their way to 
  disrupt the plans of the Sensates any more than most other factions, the Sensates find them 
  distasteful and unpleasant company. 
   
  The Sodkillers 
   
  “Where’s my pikin’ money, ya little leatherhead? Ya said ya’d pay me by- “ 
    
  A tap on his shoulder gave Zarn pause. He turned around to see a forbidding tiefling warrior, 
  tapping his foot and staring deep into his eyes.  
   
   “I want the boy or your life. Don’t make me take both.” 
    
  The powerfully built bariaur spat at Krik’s cloven feet, holding up a terrified githzerai youth 
  with one hand against a wall. Krik closed his eyes and prepared himself. 
   
   “Ya ain’t the pikin’ Harmonium…ya ain’t even the sodding Mercykillers anymore! Who d’ya 
  think ya are, tellin’ me I can’t… extract a loan payment from a… a buddy o’ mine? Who’re you 
  to even tell me ‘good day’ walkin’ by?”  
   
  Krik smiled a fanged smile, drew his short sword, and ran him through, all in one motion, 
  giving a curt nod to the frightened githzerai teen.   
   
   “Sodding Mercykillers? Nah… merciless Sodkillers.” He casually tossed a piece of paper on the 
  ground and walked away, beckoning the boy to follow. The teenager picked it up and looked 
  at it. It read: Get him home in two hours, safe and sound, for payment.  
   
  61
  
   
  Factions 
   
  It was signed by his mother.  
   
  The Sodkillers are of a mind that any dilemma can be resolved with force. Might makes right. 
  And since they see themselves as being mighty, they see themselves as being right. The more 
  cynical of the Mercykillers (or simply the meaner ones) who didn’t think that the Sons of 
  Mercy’s way would work decided if Arwyl Swan’s Son was going to revive an old faction, so 
  were they. This time they wouldn’t make the mistake of sharing the reins of power with 
  anyone, much less annoying idealistic do-gooders like the Sons of Mercy. Now they hire 
  themselves out as mercenaries, proving their philosophy works. They’ve already cemented 
  themselves in Sigil behind the cover of the Minder’s Guild, biding their time until the factions 
  regain their status. When that time comes, they’ll seize their goals with all of their might until 
  they have everything they want in their grasp.  
   
  Philosophy: Might makes right. 
  Nicknames: Brutes, Sellswords. 
  Headquarters: Vorkehan in Acheron. The Tower of the Wyrm in Sigil.  
  Majority Races: Bladelings, githyanki, half-orcs, humans, khaasta, tieflings.  
  Favored Classes: Fighters, monks, rangers.  
  Factol: Nijul P’iuy (LN female aasimar Rng10/Justiciar5 Sodkillers) 
  Prominent Members: Grubby Garrin (LN male half-orc Mnk10), Tall Tally (LE male osyluth),  
  Nagaro (LE female human Ftr7/ex-Pal7), Coirosis (LE female rust dragon) 
  Alignment: Any non-good, non-chaotic. 
  Symbol: A rust-red colored fist on a blood-red-colored disc, surrounded by a border of green  
  serpents. 
   
  Philosophy 
  Might makes right, that about sums up the Sodkillers’ beliefs. If there’s something you want, 
  take it by force. If there’s someone bothering you, bash them about a bit. If you don’t like 
  someone’s smile, why tell them about it when you can just punch them in the face? If a body 
  keeps smiling after that, maybe he has a good reason, or a physical defect.  
   
  Not everyone is quite that violent, and most aren’t that indiscriminate in where they aim their 
  force. Fact is, while a lot of the criminals released from the prison during the Faction War are 
  now members, there are even more members that just want to see people get punished for 
  doing what they personally believe is the wrong thing. A lot of ex-Mercykillers who see the Sons 
  of Mercy as softies join up just because they want to continue Mercykiller beliefs as they saw 
  them. Sodkillers, more often than not, are neutral, not evil. And they don’t (for the most part) 
  just go around bashing everyone they see for some perceived slight. That’s too chaotic for 
  these champions of justice. Even the evil ones still see themselves as upholding the justice 
  they held as their ideal before the Faction War. And the criminals have joined because they 
  were won over by Mercykiller beliefs while in the prison (mostly anyway). Nonetheless, good 
  folk won’t find much of a place in this organization, as they are essentially a freelance 
  mercenary group. When they get a contract from a higher-up, they do it, because the higher-
  up wouldn’t have accepted it if it wasn’t just in his eyes. The Sons of Mercy’s dedication to 
  good seems perverted and twisted to a lot of Sodkillers. They don’t see themselves as evil, only 
  dedicated to “real justice” which shouldn’t be clouded by either good or evil. Of course, with 
  the fact that the good ex-Mercykillers all went over to the Sons of Mercy, the Sodkillers are 
  becoming more and more a faction of personal justice instead of real justice.  
     
  However, conformity is a fundamental faction principle, and the new Sodkiller factol (a former 
  Justiciar) is trying to eradicate all traces of personal bias in the translation of Truth, Law and 
  Justice. Chances are, she’ll be highly successful. The Sodkillers are accepting of anyone who is 
  willing to raise a weapon for justice, assuming they don’t pause and whine at every individual 
  case like the Sons of Mercy. Mercy is for the weak, and as everyone knows, Sodkillers are all 
  about strength. The faction’s message is popular and gaining a lot of power for three reasons. 
  62
  
   
  Factions 
   
  One, it’s simple. You don’t have to wrap your head around believing in nothing, or not 
  believing in anything (which is somehow different than believing in nothing) or believing in Law 
  or Chaos or Good or Evil. You just have to believe that there is justice, and that you will mete 
  out that justice where you see it needed. Two, with the sudden vacuum left two years ago by 
  the departure of the Harmonium and the Guvners, people realized they could police 
  themselves. And what better way to do that than to join up with people who only want what’s 
  best for justice? Three, the Sodkillers are effective at what they do through the Minder’s Guild, 
  and have been since day one. Everyone can see that. The Sons of Mercy, on the other hand, are 
  only just starting to get on their feet. While both represent justice, only one seems to work 
  with any level of efficiency. Simple, just, and effective. No preaching - results people can see 
  and solid pay all attract more people than the Sodkillers need. And all they had to do was flex 
  a little muscle. Proof of their philosophy in action. Might makes right, say the Sodkillers, and it 
  seems that there is little argument.  
   
  Brief History 
  When the Great Upheaval occurred over six centuries ago, the Sodkillers were not very 
  popular, and the Sons of Mercy were not very strong. When they combined into one faction, 
  they solidified their chances of surviving. The Sodkillers gave up mercenary work to carry out 
  punishments of the guilty alongside the Sons of Mercy. Both began seeing things in different 
  lights; the Sodkillers realized that just bashing heads without a little mercy and consideration 
  for the innocent wouldn’t improve things, and the Sons of Mercy soon learned that bashing a 
  few heads straightened out the people mercy did nothing for. Over time the two groups lost all 
  distinction, and became the Mercykillers. 
   
  As time passed the Mercykillers’ beliefs grew away from those of their predecessors, and while 
  all members agreed the faction’s methods were effective, some began to wonder if they had 
  lost their true focus. Finally, during the height of the Faction War, the Mercykillers began to 
  fall apart, with Alisohn Nilesia gone without a trace and brother turning against brother. Arwyl 
  Swan’s Son rallied together like-minded faction members and declared the Sons of Mercy 
  revived, turning on his former comrades and their way of life in disdain. In response, a group of 
  around two dozen of Nilesia’s personal guards worked around the clock with little to no sleep 
  (which they were quite used to, being as Nilesia slept very little as well) to recruit all of the 
  members they felt would be willing to revive old Sodkiller practices. As it turned out, with the 
  infighting and bloodshed that had already spread throughout the city, there were a good 
  number of folk interested in enforcing a little might. The majority of surviving Mercykillers 
  gravitated towards the new Sodkillers, making it one of the largest organizations left in Sigil. 
   
  In a place where celestials and fiends walk down the same streets, people easily became jaded 
  and cynical about concepts of good and evil. Justice was always something that mattered to 
  the common folk, though, and the Sodkillers offered a way to justify the things they did and 
  eradicate what they thought was wrong. The Sons of Mercy, on the other hand, led by some 
  “clueless purple prime paladin or whatever” with an idealistic view of “unified good as justice 
  for all”, wasn’t about to win over the hardened populace of Sigil.  
   
  The Sodkillers ranks swelled, and they took up residence in the Tower of the Wyrm. They 
  started off by selling truth potions at ridiculously low prices to encourage repeat customers as 
  well as to foster more truth in the general populace. At the time, the Sons of Mercy 
  commended the Sodkillers highly for their actions, but shortly after the demand increased the 
  Sodkillers raised their prices and began to hoard as much profit as they could. Using the 
  original profits to form the Minder’s Guild, the faction turned to mercenary work as their main 
  source of income. Now they are making enough profit to make a Taker envious. The Sodkillers 
  are gaining more converts and more power every day, and if (to a Sodkiller that’s “when”) the 
  factions are allowed back in Sigil, they’re ready to seize as much power as they can. Chances 
  are, Sigil will be a battleground at least once more before factions are allowed back in anyway, 
  and chances are, it’ll be the Sodkillers’ fault. 
  63
  
   
  Factions 
   
   
  Goals 
  Shortly after forming the Sodkillers established a guild in Sigil called the Minder’s Guild which 
  makes up the bulk of their business as a front for people to hire them as mercenaries. They act 
  as bounty hunters, and now (unlike before the Faction War) they can act as judge, jury, and 
  executioner without having to worry about the Hardheads or Guvners breathing down their 
  necks about proper trials. The Sodkillers are quickly moving their way into positions of power 
  throughout the city, without wasting effort on subtlety or tact. So far, this no-nonsense 
  approach to politics has been very effective at garnering public support in the wake of the 
  Lady’s Edict. While all this “forcing” business may get on people’s nerves as Sigil begins to 
  settle, for now the Sodkillers are enjoying an ego-tripping power grab that doesn’t let too 
  much slip through their fingers. 
   
  Meanwhile in Vorkehan, a rogue army of ragtag petitioners, planar mercenaries, achaierai 
  (bird-like creatures native to Acheron), and various rust creatures attacked from below, rusting 
  the roots of the city from within the cube. The army, led by an achaierai named Mnarknak and 
  an elder wyrm rust dragon named Patynara, thought by attacking right in the middle of the 
  Faction War they could gain the upper hand over the Mercykillers there, who were currently 
  locked in divisive struggle between the older Mercykillers and the new Sodkillers. However, the 
  attack only solidified the Sodkillers’ position by prompting the remaining Mercykillers to sign on 
  with the new faction. Though Mnarknak and Patynara escaped, the area is now firmly in the 
  control of the Sodkillers. In addition, Coirosis, an ancient rust dragon, became a Sodkiller 
  within weeks of the attack on Vorkehan, and the Sodkillers now have complete access to the 
  Mines of Marsellin, where a treasure trove of great war machines is lying frozen in iron. Thus, 
  the Sodkillers are trying to convert bladelings and other creatures immune to the plane’s 
  effects to the faction so they can get access to the treasure there without becoming a part of 
  it.  
   
  Allies 
  No one really likes the Sodkillers right now, except those with no faction who don’t care that 
  the Sodkillers are making power grabs all over the place. They view other factions as 
  weaklings, nuisances, or direct threats to their power. 
    
  Enemies 
  There are many people who dislike the Sodkillers, but their only real enemies seem to be the 
  Sons of Mercy and the Harmonium, who both view the Sodkillers as a threat to the greater 
  good. The Xaositects and the Revolutionary League work against the Sodkillers’ interpretation 
  of justice, and neither cares too much for the Sodkillers growing system of enforcement. Active 
  resistance is light so far, as the Sodkillers operate mostly within Sigil, but hostilities are 
  mounting. 
   
  The Sons of Mercy 
   
  Looking rather foppish in purple and gold, the paladin made his way through the streets of 
  Sigil. He was aware of the looks he got, but paid the snickers and stares little mind. His heart 
  was true; that was all that mattered. Well, that and the matter of the man just to his left, 
  who happened to be beating a tiefling into the ground. Turning to the distinctly abusive 
  human, he grasped the man by the shoulder. “If you stand aside, and let me heal him, I can 
  look the other way.” 
    
  64
  
   
  Factions 
   
  The man hissed, “Your kind aren’t guards anymore!”, before giving the tiefling a swift kick 
  with a booted foot. “Go preach to a petitioner!”  
   
  The paladin sighed, drawing forth his blade. “Your life could be made so much simpler. 
  Unfortunately, you put me into a position where I have to make things simple for you.” 
   
  The man’s drunken blow missed the paladin, who stepped to the side and cuffed the man 
  upside the head with his hilt with an efficient, calculated motion. The man unsteadily drew 
  his short blade as he recovered – only to find the paladin’s blade in his gut. Losing orientation 
  and consciousness completely, he fell to the ground… 
   
  … Only to wake up a moment later under the paladin’s healing hand. “Why… why are you 
  healing me, you barmy… barmy?!”  
   
  The man kicked away the drunkard’s blade, saying, “Because. You have a spark.” The 
  drunkenness faded with the paladin’s final touch. “If you wish to speak with me for a bit, we 
  can discuss it further…” 
   
  The Sons of Mercy are a revival of an ancient faction, reborn from the ashes of the Faction 
  War. Reestablished by their current leader, Arwyl Swan’s Son, they have focused on upholding 
  justice and good across the planes. Though they’re a bit disorganized, their hearts are pure – 
  for better or for worse. They are intent on bringing their brand of justice to the planes whether 
  the planes want it or not. But rather than force others into the fold as their predecessors did, 
  most are content in the belief that their righteous deeds will set an example for the planes as a 
  whole. 
   
  Philosophy: Justice exists to uphold the greater good. 
  Headquarters: Bytopia. 
  Nickname: Martyrs. 
  Majority Races: Aasimar, humans, zenythri. 
  Majority Classes: Clerics, paladins, rangers. 
  Factol: Arwyl Swan’s Son (LG male human Pal17 Sons of Mercy) 
  Prominent Members: Dadkrilik (NG male zenythri Clr14 (Illmater) Sons of Mercy), Thasala (LG  
  female aasimar Pal14 Sons of Mercy) 
  Alignment: Any good. 
  Symbol: A hand reaching up to grasp a sword by the blade; indigo blood runs down over a  
  purple backdrop. Black edges curl around and infringe in a jagged fashion, symbolizing 
  the ever-present threat of evil. 
   
  Philosophy  
  The Sons of Mercy’s philosophy revolves around “good”, the nebulous quality that characterizes 
  the Upper Planes. Overall, their beliefs are still in the process of forming as the faction’s 
  membership and responsibilities grow, but they have a few principles that form the basis for 
  their ethos. 
   
  First off, the Sons of Mercy believe that all creatures have an innate spark of goodness. They 
  point to fiends that have “risen” and joined the Upper Planes as proof that no creature is truly 
  without the potential for good. Of course, in something like a yugoloth, you probably won’t see 
  that spark more often than once every several thousand years, but it is there – at least to hear 
  them tell it. Still, most of the time a spark that tiny isn’t worth pursuing, and they realize this. 
  Even though most folks consider them idealistic fools, the Martyrs are smart enough to know 
  not everyone, especially fiends, are likely to convert, much less show a virtuous side. 
   
  Secondly, just as you can’t truly make a body believe something, you can’t force someone to 
  become good. This is where the Sons of Mercy’s philosophy differs from those of other, similar 
  65
  
   
  Factions 
   
  factions; they believe the best method to spread good is to demonstrate its beneficial 
  qualities. Sure, sometimes you can stoke that spark of goodness by forcing evil creatures to 
  perform good acts, but if you overdo it you’re only creating tyranny, not spreading good. On 
  the other hand, the absolute wrong way to defeat evil is to go around smiting evil souls. After 
  all, doesn’t an evil soul go to the Lower Planes, with the potential to become a fiend and 
  possibly become an even greater danger? While sometimes evil must be brought under a blade, 
  it should only be done in the defense of good places and folk, as just punishment rather than 
  something more proactive. 
   
  Finally, justice is only true if it serves good. Locking folks up in prisons or executing them may 
  be necessary, but justice is better served if there is a good act to balance an evil act, 
  especially if the evildoer reforms and performs a virtuous deed. This is the ultimate purpose of 
  the Sons of Mercy, and its principles have ancient ties to the original faction. The original Sons 
  of Mercy believed that law was originally created to foster good, but was perverted for evil 
  purposes by mortals. Justice was split from law, and so they believe that justice must be 
  preserved by ensuring that the innocent are freed, either by exploitations of the law or by 
  outright sheltering. Ever since the passage of Arwyl through the Upper Planes and his 
  “enlightenment”, he has pushed to bring back the older teachings, embracing them as deeply 
  as the Sons of old did. This makes the Sons of Mercy alternately the allies and enemies of law 
  enforcement, passing their own judgment that often will have little to do with local law. 
   
  Brief History 
  According to the pre-Upheaval writings of the Sons of Mercy, the powers – at least the good 
  ones – gave mortals law with the intention of fostering peace, keeping the weak from harm, 
  and protecting people from their own vices. But in mortal hands, law had become warped. 
  Whether written to serve the needs of the elite, evil mortals, or worse, the law had become a 
  weapon against those it was meant to protect. 
   
  The answer of the original Sons of Mercy to this dilemma was when a law didn’t serve the 
  greater good, it was best ignored. Ironically enough, their idealism would be perverted in the 
  alliance that would help them survive the Great Upheaval. See, the Sons of Mercy were never a 
  large group, and certainly not large enough to live through the changes sweeping Sigil at the 
  time. When the Lady of Pain proclaimed that there would only be fifteen factions, the Sons of 
  Mercy sought out others that would help preserve them… and found few that shared their 
  ideals.  As their hope faded, their desperation grew and their ideals died. Hardened by the 
  warring between the factions, they fell in with the Sodkillers, a faction that believed any 
  problem could be solved by force. Though such an alliance would be unthinkable during 
  peaceful times, it was a time of war, and the Sons of Mercy were desperate. Indeed, they had 
  already begun to see things the Sodkiller way, having been forced to kill and worse simply to 
  survive. As the Great Upheaval ended the two groups merged, and their combined philosophy 
  became the basis for the Mercykillers. 
   
  As the Mercykillers, they enforced justice… but often at the cost of good, and sometimes even 
  to the gain of evil. Justice became all that mattered, and soon the original tenets of the Sons 
  of Mercy were all but forgotten. During the final days of the Faction War, Arwyl Swan’s Son, a 
  paladin from the prime world of Toril (a “Purple Knight” to hear him tell it – whatever that 
  means) watched Alisohn Nilesia pervert the Mercykiller code to perform vile acts, punishing 
  with an intolerance that rattled even the jaded citizens of the Cage. Arwyl would bring a pure 
  heart to the faction, however, and worked to recruit good, like-minded folks in order to help 
  change the faction for the better. 
    
  When Alisohn disappeared, Arwyl took the opportunity to break from the Mercykillers with his 
  followers, reforming the Sons of Mercy. Reborn as they are, the Sons of Mercy have struggled to 
  break free of their Mercykiller heritage. They helped stabilize Sigil in the months after the war, 
  taking up the position of city guard and jailers in place of the Harmonium. Being green to 
  66
  
   
  Factions 
   
  handling the whole process, however, the “Martyrs”, as they came to be known, could be said 
  to be amateurs. Too many criminals slipped past them, and often as not the Sons of Mercy 
  would let guilty folks go due to moral reasoning. They were overwhelmed; trying to balance 
  their traditional role with that of both the responsibility of city guard and that of the prison 
  produced mixed results at best and downright incompetence at worst. After about six months, 
  the Sigil Advisory Council passed a motion that removed them from their hold on Sigil’s law 
  enforcement, a motion that many Sons of Mercy found to be a relief. Still, a number of 
  members have stayed on with the city guard – even though the faction doesn’t run it anymore – 
  and it could be said that their mark has been left. Though more draconian than when it was run 
  by Arwyl Swan’s Son, the city guard is definitely a bit more mindful of Sigil’s citizens than the 
  Harmonium and Mercykillers ever were.  In addition, the Martyrs continue to use what 
  influence they do have with the guard to press their philosophy of just punishment. 
    
  After the Sons of Mercy were removed from their chosen role in Sigil, Arwyl Swan’s Son fell into 
  melancholy, wondering if there was a place on the planes for his ideals. And so he journeyed to 
  the Upper Planes, trying to find something that would strengthen his resolve and find a new 
  purpose for his faction. It was in talks with the leader of the Guardians, Prince Azlan, that 
  Arwyl Swan’s Son found his beliefs renewed, and the two factions have since become strongly 
  aligned almost to the point of symbiosis. As he continued his trek across the Upper Planes, his 
  sermons and discussions increased the Sons of Mercy’s membership and reputation. Returning 
  to Sigil after several years of travel, he has since published the seven Books of Mercy, 
  containing lessons learned on each of the planes he traveled across. While the Sons of Mercy 
  have become fragmented during his absence, Arwyl Swan’s Son is determined to not allow the 
  faction to suffer the same fate as its predecessors  A large number of folk are skeptical about 
  the Martyrs’ chances, and it remains to be seen if their ideals will truly stand the test of time. 
   
  Goals 
  The first and foremost goal of the Sons of Mercy is to see true justice dealt out to those who 
  deserve it, and free those imprisoned by twisted or false justice. A surprising number of them 
  have turned to the pen rather than the blade, learning Sigil’s labyrinthine code of laws and the 
  loopholes therein. They have worked to defend good folk in the courtroom, as well as writing 
  to spread the word of their faction’s philosophy. Many Sons of Mercy, however, have kept their 
  blades, and still work to enforce justice as per their Mercykiller roots. Though the Martyrs 
  aren’t as efficient as the Harmonium or the Sodkillers, virtually none of the folks they bring in 
  turn out to be innocent. Such Martyrs see going out and performing tasks like bounty hunting 
  and vigilante actions as protecting the good from evil. While there are some members using the 
  faction as an excuse for revenge, greed, or other less savory goals, the faction has proven 
  surprisingly good at rooting out the less virtuous from their number. 
   
  Nonetheless, a few members have come to the conclusion that if a good deed need be done for 
  every evil deed, cannot good deeds be done with money? Certainly gold can support soup 
  kitchens, orphanages, and more… taken from the hands of criminals and monsters. Thus, some 
  Martyrs have turned to taking money instead of requiring criminals to turn over a new leaf. 
  Despite Arwyl’s protests, the practice is only growing. After all, doing good deeds doesn’t 
  exactly put food on the table, and some members really need a bit more support than the Sons 
  of Mercy provide (or so they tell themselves). 
    
  A major endeavor of the Sons of Mercy has also been to wipe out the remnants of the small 
  armies of undead and fiends unleashed into Sigil during the Faction War. They’re largely 
  concerned with those that present a menace to Sigil’s public, and have helped remove the 
  more offensive creatures left as part of the Faction War’s fallout. Some Sons of Mercy, 
  particularly those that lost family or friends to the monsters, hunt the creatures with 
  motivations far darker than they pretend. 
    
  67
  
   
  Factions 
   
  Arwyl Swan’s Son, in the meantime, is refocusing his efforts into trying to bring the faction 
  together. Various disparate groups have started to quarrel – guards versus vigilantes, competing 
  parties of bounty hunters, “reformers” against “punishers – and so he’s looked for an example 
  to set for the rest of his faction. Towards this end, he’s founded a new business in Sigil: the 
  Sanctuary. Some have accused Swan’s Son of aping the Sodkillers, but the truth is the 
  Sanctuary offers services that don’t at least compete directly with the Minder’s Guild. Rather, 
  it focuses on actions like investigation, repossession, and other similar tasks. And if you seem 
  to be of a good heart to them, chances are you won’t have to pay their fees. It also provides 
  safe haven for folks of any race, faction, or moral leaning, as long as they haven’t committed 
  an unjust action. In exchange, guests are expected to contribute with mundane work around 
  the Sanctuary, but for planars on run from fiends or worse, it’s beyond generous. 
   
  Unbeknownst to Swan’s Son, a small sect is growing among the Sons of Mercy, one that claims 
  that freeing those unjustly held by the Mercykillers was only the beginning. See, another has 
  been imprisoning folks unjustly in Sigil long before the Mercykillers. Dozens, possibly even 
  hundreds of sods are held in a prison that they may or may not deserve. 
   
  And their jailer is the Lady of Pain. 
   
  This group believes that the Mazes can – and should – be undone.  After all, weren’t good folks 
  like Ambar Vergrove and Erin Montgomery locked up during the Faction War? They haven’t 
  informed Arwyl of their activities, figuring that once they hit upon a good method to undo one 
  of her Mazes, they can present themselves to him. They figure that sure, while the Lady 
  seems to be impartial and neutral for the most part, neither equals good or just. Plus, one 
  need only remember the destruction of the temple of Aoskar to see an example of the Lady’s 
  cruelty. These members know they’re walking a fine line, and don’t wish to risk the rest of 
  the faction. At least that’s what they tell themselves; fear of Arwyl is probably the unwritten 
  motivation. The trouble is, it’s awfully hard to tell exactly who’s in a Maze until you break 
  them out… 
   
  Allies 
  The Sons of Mercy have found common ground with the Harmonium, even if most Harmonium 
  members find the Martyrs to be disorganized and inefficient despite their goals. Similarly, 
  they’ve also found strong friends in the Ring-Givers. Though the philosophy of either faction 
  seems extreme to the Martyrs, they have cooperated in works both charitable and just over the 
  past few years with both factions. Surprisingly enough, the Martyrs have also come to work 
  with the Bleak Cabal, supporting the madhouses and soup kitchens run by the Bleakers. As with 
  many other groups, the Bleakers see them as idealists, but they haven’t precisely complained 
  about the helping hand, either. The truth of the matter, though, is that the Sons of Mercy have 
  been desperate for allies at best, and are often willing to work with any faction if they believe 
  the means and the ends are both pure. 
    
  Rather recently, the Sons of Mercy have come into a very tight alliance with the Guardians of 
  Elysium, and the two groups have been combining their efforts often enough that it seems to 
  some that the differences between the groups are dissolving. The Guardians were a smaller 
  sect dedicated to the protection of the Upper Planes, though the support of the Martyrs has 
  helped them grow and develop – and vice versa.  Assuming no major disaster parts the two 
  factions, it may be that within a decade or less they become unified. If such an occurrence 
  were to happen, it would most likely cement the Sons of Mercy’s position in the multiverse. 
   
  Enemies 
  Overall, the opinion of many planars is that the Sons of Mercy are led by a prime who hasn’t 
  ever really become a planar. Arwyl Swan’s Son is seen as somebody trying to enforce an 
  idealistic perspective that might just work on a tiny continent on a tiny prime world, but will 
  68
  
   
  Factions 
   
  be broken over the back of the planes in a decade or so. This has been a bane and a blessing.  
  Though it has hurt recruitment and made them a laughingstock in the eyes of more cynical 
  planars, it has also permitted them to continue their activities without garnering any major 
  foes. While the image of the bumbling Martyr guard may soon be a major comedic archetype in 
  Sigil’s plays, most would-be enemies of the Sons are just as likely to write them off as a 
  temporary annoyance, a defect of the multiverse that will soon be corrected by the natural 
  way of things. 
   
  Ironically, a “good” group has become the closest thing the Sons have to a foe. The Order of 
  the Planes-Militant has grated on the Sons of Mercy, particularly in Bytopia where they’ve been 
  trying to recruit well outside of their bounds. A quiet struggle has begun between the two 
  groups for the hearts and souls of the Upper Planes, though it may soon turn to steel if the 
  Order of the Planes-Militant steps up its already strong recruitment effort. 
   
  The Transcendent Order 
   
  Representative Holmin slapped his hand on the table, as if to emphasize his point. “We all 
  know the factions are sneaking back into the city! I say we throw them out before the Lady’s 
  mood turns foul once again… show them they’re not welcome anymore!” 
   
  A raise of an oversized eyebrow punctuated the silence as Estevan cleared his throat. “While I 
  certainly have no love of the factions, perhaps we should consider the benefits of their 
  presence as well as the detriments… what do you think, Rhys?” 
   
  The surviving factol began to rise, her eyes not meeting the other Council members as she 
  softly spoke. “Let them stay.” She stood up and turned away, her cloven hoof beats echoing 
  through the small hall as she made her way to the exit. 
   
  Rising as well, Holmin spoke up.  “You can’t just walk out now, Rhys!  You’re just fearful such 
  legislation would threaten your own, don’t you…” Rhys didn’t bother turning around as she 
  stepped out, not missing a step due to Holmin’s outburst. 
   
  Estevan looked over with a toothy smirk before shaking his head. “Without all nine 
  representatives, I call this meeting adjourned for now…” He fixated his eyes on Holmin. “…  
  but the lady has a point. Perhaps we should wait before deciding to declare another war so 
  soon after the last, hm?” 
   
  Holmin fumed in silence. How was it the others were nodding in agreement when Rhys hadn’t 
  said more than three words? 
    
  The Transcendent Order may be the name of the faction, but it doesn’t describe the faction.  
  Rather, the “Transcendent Order” is what they seek, a sense of perfect harmony and unity.  
  But they don’t seek to impose it on others, like the Harmonium does. Instead, the Ciphers draw 
  it from within by unifying thought and action into an enlightened whole. See, according to 
  them, there’s a universal harmony – a pulse the entire multiverse beats to. And by 
  understanding that harmony one can always find the perfect action for a given moment. 
   
  Philosophy: Know your place in the multiverse; enact it through action without thought. 
  Headquarters: Elysium. 
  Nickname: Ciphers. 
  Majority Races: Half-elves, humans, tuladhara. 
  Favored Classes: Fighters, monks, psions, psychic warriors, sorcerers. 
  Factol: Rhys (N female tiefling Mnk15/Sor10 Transcendent Order) 
  Prominent Members: Quillabrin (N female lightning genasi Psi16 Transcendent Order) 
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  Factions 
   
  Alignment: Any neutral. 
  Symbol: An orange sun rising atop a starlit sky, with a crescent moon in the foreground.  Gold  
  rims the outer side, with slight hooks within the lower edge, and larger horns rising to 
  frame the skies. The two sides are balanced and joined; unity of the cosmos is 
  attained. 
   
  Philosophy  
  “Cipher thought” is an oxymoron - at least according to them. To the Transcendent Order, 
  thought is but an obstacle to action. Act upon impulses, instincts, and one will find rhythm 
  with the universe. To ponder is to hesitate; to hesitate is to doubt; to doubt is to fail. All that 
  matters is the moment; anticipating the future is meaningless, and so is dwelling in the past. 
   
  Of course, any drunken fool can act without thinking, either with his fists or otherwise. That 
  isn’t the aim of the Transcendent Order; instead, they believe that ideas should be brought 
  forth into action in a mere instant. By merging body and mind, and balancing both, one opens 
  up both to the multiverse and to the rhythm found within. They call this rhythm the “Cadence 
  of the Planes”, and once one is attuned to that rhythm, they can understand their role and 
  purpose in the multiverse. Once this understanding is achieved, they then need not ever think 
  again; they simply know what they must do and act upon it without hesitation or failure. 
   
  That doesn’t mean that a Cipher is always acting. Inaction has its place in the multiverse too, 
  and sometimes it’s best if a body just doesn’t get involved. Sometimes a Cipher might come 
  across as uncaring or aloof, but truthfully, it’s just that they recognize where their place is. 
  When confronted with less balanced folk, Ciphers will often reflect that imbalance. Around 
  tanar’ri, a Cipher might be saintly. Around a modron, a Cipher might be chaotic. This isn’t a 
  deliberate act, but rather, a byproduct of their philosophy. Since they serve the balance 
  unconsciously, they often serve as a counterweight to extremes in the cosmos, reflecting 
  them… rarely, though, do they reflect an extreme deeply enough to become an extreme itself.  
  It just isn’t in their nature. 
   
  Despite the fact their philosophy has yet to truly splinter, it has a wide variety of 
  interpretations. See, one can’t really be taught the philosophy. The basic concepts can be 
  taught, and development can be tracked, but everybody’s path is a bit different. It’s more 
  than knowledge… it’s understanding, and everybody comes to that understanding a little 
  differently… even if the end result is often the same. Even those without professions that 
  require physical strength or grace often take care of their body, regularly training it to be in 
  tune with their mind. The degree of physical training varies with each member, but few 
  neglect their forms. One may never find balance through weakness, after all. Some merely 
  work on maintaining and ensuring their health, relying on a moderate regimen of exercise and 
  abstaining from over-indulgences (food, drink, etc.) Others focus on honing their body to the 
  human limit and beyond, seeking a tool that their mind can unite with no matter its need. 
   
  Three major steps of progress are codified through Cipher training. The first is a Master of the 
  Heart, where one learns to act without thought through a special trance… though only for short 
  periods of focus. Then one may advance to become a Master of the Mind, where body and mind 
  become one, and the trance periods last longer and become sharper. Lastly, one becomes the 
  Master of the Spirit, where the trance replaces the member’s old, clumsy thought processes, 
  allowing them to come in touch with the pulse of the multiverse. It’s said those that advance 
  further – primarily the former factols of the faction - leave their mortal existence behind. 
  Some claim they become powers; others say they become intermediaries between mortals and 
  the nebulous entity that the Athar call the “Great Unknown”. It’s at least true that clerics of 
  the Transcendent Order are able to channel “Oneness”, supposedly a representation of the 
  factols that have previously ascended to form their own pantheon. 
   
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  If a factol “ascends” in this fashion, another Master of the Spirit, and only one, feels the call to 
  take up the reins of leadership. However, the role is more that of a spiritual leader than an 
  organizational leader. Members may be more or less enlightened, but there are no real ranks in 
  the faction other than mutual respect (or lack thereof). Typically, the factol is the only Master 
  of Spirit at a given time, but sometimes there have been as many or three or four. 
   
  The Ciphers live completely in the moment, following the multiverse’s pull and generally doing 
  what they do best. They are not random or without reason; rather, they follow a will that 
  outsiders just can’t get, and even the Ciphers rarely know what the outcomes of their actions 
  will be. No one can ignore their results, however, as the Transcendent Order has long been a 
  contributing force to many events, big and small, in the multiverse, whether they 
  unconsciously helped another faction achieve a goal or prevented a dispute from becoming 
  hostile. Ciphers have a way of being in the right place at the right time, and bring the opposing 
  forces of the cosmos into balance without a second thought (or a first). 
   
  Brief History 
  Despite its age, the Transcendent Order keeps no history and no records, and rarely brags of its 
  deeds or stories. The trick of the matter is that to them, the present - the now - is all that 
  matters. The past is gone, and shall never return, and the future shall be, but neither is worth 
  the distraction. Though they have existed for over a millennium, actual records of their origins 
  are scant at best. Some Guvner theories, combined with small evidence, claim the faction 
  originates from a figure who spent time with the rilmani and was attempting to emulate their 
  ways. Others point to the land of Kara-Tur on the prime world of Toril, noting similarities 
  between some native philosophies and that of the Ciphers. Some Ciphers seem to believe that 
  those that have ascended to Oneness guide them, and that the first of their kind stumbled 
  upon the Cadence of the Planes by singular, unguided enlightenment. Whatever the truth is, 
  few tales are told of Cipher exploits, and especially by their own. 
   
  That isn’t to say they haven’t done anything important. Most certainly, they have. Prior to the 
  Faction War, they served as mediators, smoothing over clashes and disputes between the 
  factions. It could be said that the Faction War probably would have happened quite a bit 
  earlier were it not for the Ciphers’ efforts. Much of the way the government of factions worked 
  is due to their assistance, and they also contributed greatly to Sigil’s current political 
  structure. At the same time, it’s not as if they’ve worked hard at keeping the peace; rather 
  their own balance helps bring equilibrium to Sigil has a whole. The more advanced members of 
  their faction have often been in the right place at the right time to make a difference, lending 
  their efforts with no more of a deliberate quality than a heartbeat. Their current factol, Rhys, 
  has embodied this “natural action” in her conversion to Cipher thought, becoming well-liked 
  among both those in their faction and among outsiders. Despite being a tiefling, she’s 
  overcome her natural tendencies towards evil and her past criminal acts to become the most 
  natural Cipher anybody knows. 
    
  Recently Rhys traveled to Elysium, the retreat of many a Cipher. Coincidentally, she took this 
  sojourn just before the Faction War broke out. Where most factions served only to stoke the 
  fires of conflict higher, the Ciphers helped the common folk of Sigil. Afterwards, Rhys returned 
  to the Cage, the only factol remaining after the war. Though they lost the Great Gymnasium 
  and their faction status, the Ciphers focused on helping rebuild and heal the city. Truthfully, 
  not much changed for the Ciphers, and it could be said they weathered the conflict largely 
  intact. Nowadays, Rhys serves as one of the nine representatives that govern the city, and 
  she’s clearly one of the most influential figures in the city today… not that it concerns her. To 
  her, the power doesn’t seem so important, as she’s just doing what the multiverse needs her to 
  do. Still, a lot of folks are suspicious of her, and whisper that if she steps too far into 
  influencing Sigil, the Lady herself will step in. In the meantime, many factols of other factions 
  watch her progress, curious to see how far the tiefling can go, and just when the Lady is willing 
  to put her words into action. 
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  While technically Rhys is still the leader of the Ciphers (nobody calls her a “factol” anymore), 
  her time on the council has caused another member by the name of Quillabrin to take up the 
  role of “Cipher representative”. A former member of the Harmonium, Quillabrin was troubled 
  by her inner nature as a quasi-elemental planetouched, and never found the acceptance or 
  peace she sought from the faction. After the Faction War, she deserted the Harmonium for the 
  Ciphers, and seems to have found peace in her conflicted spirit through their path. Having 
  become a Master of the Spirit some time ago, she’s served in Rhys’ stead during her recent 
  absence for the few times the Ciphers need a voice. While she hasn’t felt a “call” – at least as 
  far as anybody knows – Quillabrin’s development puts her as the closest thing Rhys might have 
  to a second (or a successor). 
   
  Goals 
  The first goal of every Cipher is, at least ideally, enlightenment… abandonment of hesitation 
  and thought. It may seem a bit self-centered, but it’s far from selfish. They believe that by 
  becoming balanced, they thus become able to balance the actions of others, and bring 
  everyone closer to the Cadence of the Planes. 
   
  Rhys has seemingly inspired her faction to help rebuild Sigil, just as she has. Granted, she 
  hasn’t ordered any of her “followers” to do so, nor has she suggested that they should. They’ve 
  simply followed suit. Whether their actions are due to the Cadence of Planes or just Rhys’ 
  charismatic presence is up for debate. Most Cagers don’t mind the assistance, though. After 
  the mess the rest of the factions made, they’re just glad to have any help they can get. 
   
  After the Faction War, many Ciphers have drifted away from the City of Doors, instead taking 
  their philosophy to the Outlands and gate-towns. While not quite ‘spreading the word’ 
  deliberately, their presence does have a calming effect. Some whisper that despite their good 
  doings, the presence of the faction further about the planes is actually a bad sign. They say 
  that the Ciphers are preparing for some new disaster, one that’ll make the recent troubles in 
  Sigil look as small as they actually were. 
   
  Allies 
  The Transcendent Order’s one of the few groups that gets along with just about anybody. Often 
  counterbalancing other factions, they complement the philosophies of others quite well, and 
  rarely get involved in the kriegstanz to any serious extent. Combining this with their diplomatic 
  and largely inoffensive nature, few have considered them foes, and even fewer have ever 
  confronted them. 
   
  Enemies 
  Of the major factions, only the Harmonium truly eyes the Ciphers with suspicion. See, the two 
  groups are alike in that they seek group harmony. However, while the Harmonium seeks it by 
  converting and inspiring others, the Ciphers do it by looking within. Thus, the Hardheads see 
  the Transcendent Order almost as competition. While the Harmonium desires peace for all, the 
  Ciphers distill peace in the individual. Still, the Ciphers have never given the Hardheads major 
  cause to actually bring their suspicions into action… at least for the time being. 
   
  The Xaositects 
   
  Walintin strode through the streets of Sigil with purpose, his robes flowing about him. He 
  moved quickly through the planar metropolis, prideful of his discovery. Though they did not 
  know of him here, they soon would, he reasoned. After all, he was the greatest mage of all 
  Bitaun, was he not? Armies had quaked at his arrival, and he had tamed the mighty tarrasque. 
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  He was beloved by the three fates. All these natives seemed to have was a sneer on their lips 
  and rude comments regarding his hat. But he knew he'd bring them to heel soon enough. 
   
  He paused, however, as a ragtag group of young folk of all sorts surrounded him. Some of 
  them were obviously devil-mongrels, while others showed shades of elven and ogrish heritage. 
  Some of them carried buckets, while others bore long brushes. He waved his staff, trying to 
  ward them away with a simple gesture, but they suddenly converged, pulling at his enchanted 
  fabrics! Thieves! Trying to summon power from his staff, he quickly found it yanked away. 
  Trying to gesture, he found them yanking his enchanted goods and fabrics from him. Trying to 
  speak arcane words of might, words that would kill them instantly, he found his mouth 
  suddenly filled with a colorful, foul-tasting poison. A devil-spawn, both human and fiend at 
  once, jabbed a pointed object between his lips. 
   
   “Paint plates shouldn't talk,” he heard a half-elf holding his arm comment sharply. All of 
  Walintin's knowledge, all of his experience, all helpless before his ignorance in the flow of 
  these madmen, directed by fiendish chaos itself. He began to laugh at the absurdity of it all, 
  swallowing paint... 
   
  The Xaositects embody chaos, or at least try to. They are difficult to define, since they spend 
  much of their time working to be undefinable. That’s all there is to it. If you want to know 
  more, have you considered Sopworth's delicious soup? Doors usually only open one way; it's too 
  much trouble otherwise. The ointment is best put directly under the skin, but who wants to do 
  that? Blackened tanar'ri smells awful, believe me. If only there were a way to keep a pen 
  magically wet all the time... use the speed factor and damage appropriate to the grip. You 
  don't like Bytopia?  Don't go to Elysium, then!  Well, I can if I want, and make it so.  Inquiries 
  regarding rules should be accompanied by a self-addressed, stamped envelope and sent to 
  Tactical Studies Rules, POB 756, Lake Geneva, Wisconsin, 53147. Grick and drangle, bloeth the 
  preen.  Ful and toothbeck, it sans the yrene. 
   
  Philosophy: There is no pattern to the multiverse, no meaning. Its true state is chaos. 
  Nickname: Chaosmen. 
  Headquarters: Limbo. 
  Majority Races: Chaonds, githzerai, humans. 
  Majority Classes: Bards, fighters, rogues. 
  Factol: None 
  Prominent Members (at the Moment): Mordigaarz (CN male human Ftr6 Xaositects), The  
  Painter (CG female tiefling Brd3 Xaositects), Quake Lavender (CN female half-elf Wiz10 
  Xaoistects) 
  Alignment: Any chaotic. 
  Symbol: The horned, crimson face of a gargoyle-like fiend on a black backdrop. 
   
  Philosophy  
  The multiverse wasn’t just born from chaos; it is chaos. There’s no order to the multiverse, no 
  rules that define its existence. The only order that exists is that which we try to impose on it, 
  and as soon as we stop the multiverse will return to chaos. And if chaos is the true state of the 
  multiverse, why fight it when you can just accept it, become one with its beauty and energy? 
   
  So goes the philosophy of the Xaositects (kay – Oh – si - tekts), and it sounds simple enough. But 
  it’s much harder to truly live, and embody, a force with no true direction or reason. Even the 
  hearts of nominally chaotic beings like bariaur and chaond have natural processes and organs 
  that beat and function to a particular rhythm, and truly coming to champion chaos as a force 
  can be as difficult - and dangerous - as training one’s heart to beat out of sync. Even slaadi 
  have a hierarchy and path of progress.  Few beings can really be said to fully embody chaos. 
  Some mindless creatures like the chaos beast and the teratomorph come close physically, but 
  even they have limitations and patterns they abide by.  Xaositects aspire as best they can to 
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  embody chaos mentally, if not necessarily physically. To many they come across as insane or 
  idiotic, but they aspire to neither. The mad are often more lawful than one might expect, 
  limited more keenly by their own delusions or neuroses than any sane person. Nor do they 
  desire to abandon thought, rather they desire to abandon reason and patterns, to act in an 
  entirely unpredictable fashion, and by doing so, seed chaos throughout the multiverse. 
   
  Of course, chaos should exist outside of moral structures. Good and evil are irrelevant before 
  its glory. Does a storm care whom it rains lightning down on?  Chaos is random, and randomness 
  is arbitrary. Often the only people Xaositects are partial to are other Xaositects, and even 
  that's a bit questionable. However, individual Xaositects often impose their own moral 
  strictures on chaos. Good-minded Xaositects tend to desire the implementation of positive 
  change and development... they tend to stir the pot where they see corruption and stagnation, 
  hoping their actions will serve as a wake-up call and impetus for change on the part of the 
  wicked and lazy. More evil Chaosmen tend to see chaos as a tool to be used for their own 
  benefit, a method for self-gain and a weapon to be used against their enemies. 
   
  Naturally, there’s no real codified path to follow; that’d defeat the point. Some go to Limbo to 
  try and learn what they can there. Others follow some of the more charismatic Xaositects for 
  periods of time. A few try and take up different roles or missions each day. The one thing that 
  can be said, though, is that each follows their own way. Sometimes that's somebody else's way, 
  but that's chaos for you. 
   
  Though often Xaositects seem silly, it should be noted that humor is rarely their intent. If at 
  times they come across as laughable and nonsensical, this is a byproduct of their chaotic 
  actions. Often things that might be considered humorous initially might be dragged out long 
  past being funny, or become things that are rarely considered amusing (especially when folks 
  start losing eyes). Still, as some bards will admit, there is a certain artistic bent the chaotic 
  mindset lends itself to. Some of the greatest and worst artists Sigil has seen have been part of 
  the Xaositect philosophy. 
   
  Brief History 
  While the Xaositects haven't been around long per se, perhaps only a century or so, there has 
  always seemingly been a group that approximates them. Older organizations such as the Order 
  of Dis, the Ochlocrats, the Raucous Guild, and dozens more litter the histories of the planes, 
  few of them lasting longer than a century. Of course, such groups have often been prominent 
  in Sigil, sometimes gathering in greater numbers there than they even might around Limbo and 
  the gate-town Xaos. Most rival factions count them under the simple heading of “trouble”. In 
  fact, it may be the only reason the Xaositects are known as such is because the other groups 
  have gotten used to calling them that… and not out of any desire of the Chaosmen to keep a 
  stable name. Certainly, it's not unheard of for a Xaositect to refer to the faction by a totally 
  unknown name. Rarely do such appellations reach any sort of common usage, though it may be 
  how the group eventually evolves into new labels and definitions. 
   
  Trying to compile a history of the Xaositects is essentially futile. They have kept no written or 
  verbal records - no accurate ones, anyway - and those on the outside have difficulty telling 
  what's really going on in any Xaositect endeavor. More like a natural force than an 
  organization, they've rarely taken part in pivotal events in the City of Doors. Oh, sure, there 
  are countless colorful tales of the Xaositects' exploits, such as the time they assassinated the 
  factol of the Harmonium by hitting him upside the head with an hourglass. Or the time the 
  Sensates invited them to a party and ended up sparking one of the biggest riots ever to hit Sigil 
  (with some help from the Anarchists). Then there's the time they worked up a bunch of Karan 
  look-alikes during the Faction War, just to add to the chaos. There are thousands of amusing 
  stories surrounding the Chaosmen, of which about half might actually be true. But the 
  Xaositects live firmly in the present. Though the Faction War came and went, it didn't have a 
  huge impact on them. If anything, those lost during the warring and exodus have been replaced 
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  by a nearly equal number of bodies “inspired” by the war and the sheer confusion and change 
  that resulted because of it. Sure, they lost their so-called leader, Karan, but he only really led 
  by example in the first place… when he felt like it that is. No Chaosman has come to take the 
  reins of the group since Karan, and some say the Faction War has only made them more 
  “purer” as a result. A couple of Xaositects have led their own small groups of Chaosmen to 
  various ends, though they're niche groups and hardly represent any major movements within 
  the faction. 
   
  Goals 
  According to most folks, the main goal of the Xaositects is to foment chaos. The trick is, having 
  a goal means that you're falling into a pattern, and the Xaositects despise patterns rather 
  vehemently. 
    
  So scratch that. 
   
  Want to know what the huge, labyrinthine plot the Chaosmen are engaged in is? Ask one.  You 
  might even get an honest answer. Doesn't make it the right answer, though. Truthfully, most 
  plots the Xaositects might engage in are short-term and rarely have more than a dozen 
  members collaborating on them. 
   
  Ask Quake Lavender, and you might get a speech about how magic is the root of all things, and 
  that magic is naturally chaotic.  She runs a tavern, but she seems to largely be involved with 
  the spread of wild magic in Sigil, though just as often she seems to follow random whims for 
  days at a time. When bored, she often tosses a spell like random action or confusion about, 
  though whether this is deliberate is up for debate. Her own tavern has many unusual magical 
  “innovations”, from the tap that produces random liquor (served to anybody that asks for “the 
  usual”) to the fact that the business often changes furniture, layout, name, or even locale. 
  While her business is a perfectly serviceable tavern for the most part, there's the occasional 
  touch that says in no uncertain terms that “chaos was here”. 
    
  Ask The Painter, a tiefling member, what she's doing and she's unlikely to give you a straight 
  answer. What her actions show, though, is that she and her crew are engaged in painting across 
  Sigil. They're responsible for the mural in the Great Gymnasium, the one lauded as one of the 
  greatest paintings the planes have ever seen. They're also responsible for the horrible eyesore 
  that's been left in the Hall of Speakers. They paint on anything: walls, the roads, trees, spires, 
  the primes… anything that they find handy, and with whatever “paints” they happen to be 
  lugging about at the time (which isn't always proper paint). Other smaller groups have 
  splintered off on their own, each seeming to follow their own aesthetic philosophy, and at 
  least one is working to try and tear down works of art created by the other groups. 
   
  Ask Mordrigaarz what he's been up to and you're likely to get the bile beaten out of you for 
  infringing on his turf. Ask someone from the Hive and they might mention that Mordrigaarz and 
  his merry band are a bunch of thugs that wander around the Hive starting brawls, which is a 
  bad thing. On the other hand, he tends to protect them when he thinks they're threatened - it's 
  his job to mess with them, and nobody else's. There's a reluctant gratitude among many Hivers 
  for his efforts, because he's cleaned up the neighborhood to some extent… even if his reasoning 
  is anything but benevolent. Often he'll choose a criterion that he decides Hivers must fit, and 
  goes around harassing folks based on that criterion as “outsiders” (even if they actually are 
  Hivers). Some days it may be the color of their clothes; other days he may pick on folks for not 
  rolling their r's in the “proper, Hiver way”. Still, most Hivers just know to give him a wide berth 
  and let those less wise in the ways of the Hive get accosted by the Xaositect gang. 
   
  Ask Sister Cade and she'll give a speech on her current newfound faith.  Though her faith is 
  deep, abiding, and downright fanatical from time to time, it is also inconsistent. She's 
  worshipped over forty-three different gods, and doesn't look to have settled on one yet, 
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  remaining nothing more than an acolyte. While one might think the churches and temples of 
  Sigil would have given up on her already, her deep faith is a much-desired commodity… 
  however brief it may be. Perhaps there's something special about it, or perhaps each religious 
  leader simply wants to be the one that finally makes her settle down. 
   
  Ask Karan and chances are he'll chat you up for a bit of chaos-speak, and perhaps try and 
  recruit you, but he will always deny ever having been missing. Of course, most people never 
  see Karan around anymore, and most sightings are passed from a relative of a friend of a 
  friend. Some say there's a group of Chaosmen still going around and impersonating Karan. 
  Others say he never got Mazed in the first place. Some say that Karan was never a “member” 
  to begin with, but instead is a primal force of chaos that just often wears a similar face. A few 
  even claim that there never was a Karan, and that he was a disguise for various Xaositects all 
  along (it certainly would explain his odd absences). But the truth, as with most things 
  Xaositect, is shrouded in chaos. 
   
  There are, naturally, many other groups of Xaositects running around with their various 
  agendas. There's the group running around and trying to forcibly implant slaad eggs in others. 
  There's the group down in Menausus trying to make sure conflict between the Fraternity of 
  Order and the Harmonium sparks up. There's a group trying to go research a way to make 
  elementals insane. If you can think of it, there's probably a Xaositect that will do, has done, or 
  currently is doing it. 
   
  Allies 
  The Chaosmen may not be predictable, but their allies often are. The Revolutionary League 
  and Doomguard are traditional allies for the Xaositects, but that's got more to do with the 
  chaotic tendencies of those factions than any active attempt by the Xaositects to court them. 
  Truth is, the Xaositects have been allies with nearly all of the factions at one point or another, 
  but their unreliablity makes most folks steer clear of them. More foolish Anarchists and Sinkers 
  sometimes treat the Xaositects as a destructive tool, figuring that if they can get enough 
  Chaosmen in one spot, destruction and anarchy will ensue. This sort of plot works just about as 
  often as it fails. The Xaositects might indeed riot, party, or go to war, but it's just likely that 
  they'll do something less disruptive, such as build a misshapen statue dedicated to St. Cuthbert 
  or take a group nap. 
   
  Enemies 
  It isn't hard to figure out who the Xaositects are most often at odds with - the Harmonium and 
  the Fraternity of Order. While not deliberately opposed to the Harmonium, the Chaosmen 
  naturally find themselves at odds with the Hardheads, especially due to the fact one of their 
  number was responsible for killing a Harmonium factol. Even so, they're not taken to be as 
  serious a threat to Harmonium unity as the Revolutionary League or the Free League. 
  Surprisingly, they clash less often with the Fraternity of Order. Even when the Chaosmen stick 
  their noses into orderly affairs, the Guvners' academic perspective often keeps them from 
  being dragged into outright conflict. 
   
  More recently, the Xaositects have run afoul of the Sons of Mercy. While the two groups haven't 
  conflicted often, the chaotic nature of the Xaositects means they often break the law, and 
  they have run into the Sons trying to uphold it. Just as often, though, a Son has upheld the 
  rights of an unjustly persecuted Chaosman, and the two groups' flexible natures has kept them 
  from conflicting on a serious basis - so far. 
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  Chapter Release Information 
   
  Release Version: v 2.0 6/3/2006 
  Updated background image 
  Reviewed table layout for chapter 
  Converted PW_Font to Exodus font 
  Reviewed spacing, paragraph formats, grammar 
  77
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Planescape/Chapter 3 - Factions.pdf