Factions of SigilRace and class don't make a whole person on the planes. A body's got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how's he ever going to make sense of the whole thing and find his own “center of the multiverse?” How's he going to know his friends from his enemies in places where what he stands for can mean everything? A body's got to have a place to stand in order to see the majesty of the whole thing. On the streets of Sigil and beyond, philosophies are more than just ideas. They're groups - factions with leaders, goals, powers, and attitudes. Every faction has his own way of seeing the multiverse and has its own powers to match. Some of them get along, others don't, and some could care less about the rest of the multiverse. The Lady of Pain forced the factions to disband or leave the city at the resolution of the Faction War.
The Athar (Defiers, The Lost)According to these folks, the great and feared powers are liars! Those who claim to be the “gods” of the planes are just mortals like us. Yeah, they’re unbelievably powerful, but they’re not gods. After all, they can die, they’ve got to keep their followers happy, and they often feud among themselves like children. Thor, Zeus, and the others – they’re all impostors.
Sure, there might be a true god, or maybe even more than one, but such power is beyond all understanding. Such beings cannot be seen, spoken to, or understood by mortals. What’s the proof? Look at the spells and granted powers of priests. Where do these abilities really come from? Why, it must be from the unknowable, from the true god that is behind everything, and the powers are nothing but channels for its will. Foolish mortals believe the powers are the source of all majesty, and why would the powers do anything to correct that mistake?
Ysgard, Mechanus, Baator, and the like are all lies, too. These planes aren’t the abodes of supreme beings, just lands shaped by the wills of the powers. Anyone could do it with enough expertise. All the sweat and worry of petitioners ain’t just for oneness with their plane – it’s for a greater reward, if there’s any at all. Proxies are merely magical or bio-magical transformations, the result of natural planar magic.
‘Course, the Athar ain’t stupid. “Let the powers call themselves gods,” they say. “It ain’t worth the laugh, because there’s no point upsetting the powers.” With all that might, an angry power’d be a dangerous enemy. All the Athar want is to part the veil, discover the secret behind everything, and look on the face of the unknowable.
Believers of the Source (Godsmen)To these characters, all things are godly. All thing can ascend to greater glory – if not in this life, then in the next. Patience, that’s all it takes. See, here’s the chant: Everything—primes, planars, petitioners, proxies, the whole lot—is being tested. Survive, succeed, and ascend—that’s the goal of all beings. Fail and get reincarnated to try again. It’s pretty simple and straightforward.
‘Course, it ain’t that easy either. First off, nobody really knows what the tests are. Is a body supposed to be good, evil, or what? Godsmen are trying to figure that out. Second, a fellow just might go in reverse—mess up and come back as a prime or something worse in the next life. It could even be that those who do really badly return as fiends. Finally, there’s one last step nobody even understands. Getting to be a power ain’t the end of the cycle. There’s something beyond that, something that powers, themselves, eventually ascend to. Cross that threshold to the ultimate form and get released from the multiverse forever.
Now, there’s a fixed number of beings out there, and sooner or later we’re going to run out, when everybody’s ascended. A lot of the world on the so called “infinite” Prime Material Plane are already pretty thinly populated. When a prime ascends to the next level, then there’s one less prime in all the multiverse—unless, of course, a planar somewhere fails and falls back a rank. But sooner or later, everybody’s going to attain the ultimate goal, the final ascension, and when that happens the multiverse ends—closes up shop, fades right out of existence.
So, you see, the Godsmen calculate that’s the whole purpose of the multiverse. The Prime Material, the Inner, and the Outer Planes—they exist to test and purge. It’s just a matter of figuring what’s being tested and how. When that happens, the Godsmen can hasten the end of the universe and get on with some new existence.
Bleak Cabal (Bleakers, the Cabal, Madmen)“There’ no meaning to it all” say the members of this faction, “so just give it up, poor sod. Whoever said reality had to make sense?” To these folks, the multiverse ain’t even a cruel joke because that would give it all meaning. Look at all those fools in their factions, running around, trying to discover the meaning of something that’s senseless. They’ll waste their lives at it. And they call the Bleak Cabal mad – hah!
Here’s the Bleaker credo: “The multiverse doesn’t make sense, and it ain’t supposed to.” That’s all there is to it pure and simple. It ain’t “The multiverse is without meaning,” because that answer’s a meaning in itself.
Look, the primes, petitioners, proxies, even the powers don’t have The Answer. Nobody is here for some higher purpose. Things just are, and whatever meaning there is in the multiverse is what each being imagines into the void. The sad part to the Cabal is that so many others refuse to see this. Looking for the “truth,” these people don’t see it. Once a sod understands that it all means nothing, everything else starts to make sense. That’s why some folks go insane—from hunting for the snipe that ain’t there. ‘Course, some folks just can’t handle the truth. They’re the ones that howl and rage, gibber in the corners, and plead with the powers, as if that would help them. Well, too bad for them. Bleakers know the hard truth, and if other folks can’t deal with that, it’s no concern of theirs.
For someone to join the Cabal, they (or it) has, got to do three things: quit looking for meanings, accept what happens, and look inward. There’s no meaning on the outside, so the question is, “Is there any meaning inside?”
Doomguard (Sinkers)Ever hear of entropy, berk? Take a look around: Everything’s going down the tube, falling apart, stopping. People die, rocks erode, stars fade, planes melt away. That’s entropy, the fate of the multiverse. A lot of folks think that’s a terrible thing, but not the Doomguard. They’re pretty sure nothing lasts forever, not even the planes. It’s the way things are supposed to be, they guess, the goal of everything. Sooner or later, the last bits of the multiverse’ll decay, and then there’ll be nothing left—think of it as existence’s ultimate release from toil and pain.
Now, the sods who try to fix things—stop this decay and put everything back together—they’ve got it all wrong. They’re fighting the natural goal of the multiverse, trying to do something unnatural. That ain’t right.
So, look, the Doomguard’s here to see that the multiverse gets it way. Things are supposed to crumble, and it’s the Doomguard’s job to keep the meddlers from messing it up too much. What right do mortals have to deny the natural existence of things? And somebody’s got to watch the proxies and the powers, to make sure they don’t meddle with the process. Can’t have the powers restoring things or ending them too fast, you know.
Don’t get this faction wrong. It’s not like somebody builds a house and they tear it down. That building’s part of the whole decay: The stonecutter chips the rock, the logger cuts the tree, and later the termites chew the beams until the whole case comes down on its own. There’s a long view to this. The sod who can’t see the grand scheme’ll go barmy trying to tear down everything that gets built. So, everything’s got a part in this. The primes slowly eat away their worlds, and planars do the same. Look at petitioners—entropy reaches perfection when they fade away. It’ll all happen in time.
Dustmen (The Dead)These guys say Life’s a joke, a great trick. Nobody’s alive; in fact, there’s, no such thing as Life. Sure, the petitioners are dead compared to the rest of us, but everybody else is dead, too—they just don’t know it yet. So, what’s the chant? Simple: “All these worlds and all these universes are just shadow of another existence.” This multiverse—the Prime Material, the Inner, and the Outer Planes—is where beings wind up after they die.
Look, if things were truly alive, would there be such pain and misery in the multiverse? ‘Course not! Life is supposed to be about celebration and positive feelings. Existence here is muted, dull, full of pain, and twisted with sorrow. What kind of celebration is that? This existence is a mockery of true life.
Fact is, everyone is dead—primes, planars, proxies, petitioners, all of them—it’s just that some are more dead than others. Primes are just started on the path, planars are a little further along, and petitioners, well, they’re almost to the end. Then there’s the walking dead. They’ve attained purity in this world—purged themselves of all passion, and sense. The goal’s not to merge with the planes like the petitioners think: it’s to purify the self, to become one of the true dead.
This is important: in order to appreciate Death in proper Dustman fashion, a sod has got to explore their so-called “life” to its fullest and understand their present state of existence with all its trials before moving up the ladder of Truth. The berk who gets restless and rushes things dies a fool, and he’ll probably be forced to go through the whole thing all over again—that’s a real waste of time! Here’s the chant: Respect Death, and don’t ever treat it like a servant.
Fated (Takers, the Heartless)This faction says the multiverse belongs to those who can hold it. Each sod makes their own fate, and there’s no one else to blame for it. Those who whine about their luck are just weaklings; if they were meant to succeed, they could have. Here’s the way the multiverse works, according to the Takers: Everybody’ got the potential to be great, but that don’t mean it’s going to happen. It takes work and sweat for things to come true, not just a lot of hoping., Those that work hard get what they deserve. Nothing’s free – not in this life or any other.
Proof? Look at the poor petitioners. Can they just sit back and wait for their rewards? No, the powers put them through the mill with all kinds of trials. A lot of them fail and die permanent little deaths, but those that have the strength and the will reach the reward. There’s no point feeling sorry for the berks who didn’t make good—it was their own fault for being weak. Some softhearted folks call this a cruel philosophy, saying that there’s no compassion in it. Well, that’s just an excuse for weakness. Sure, there’s compassion, but a body’s still got to earn it. The best way to keep from being hurt is to be strong enough to fight back.
Most folks think there’s nothing to the Fated but taking, but the Takers’ll tell a berk it’s more than that. There’s lots of things a being has to earn, and they can’t get all of them by force. A body’s got to have some respect, too, and that’s something that can’t be got with force. There’s happiness, too. A basher’s got to go out and make happiness, and no amount of hitting people is going to get that. It takes kindness without weakness, compassion without cowardice.
“The next time somebody snivels about their lot in life,” say the Takers, “just remember the powers gave’em the wherewithal to get on with their life. It’s not anybody else’ fault if they ain’t going to use it.”
The suffered a great loss of face because it was their factol, Duke Darkwood, who started the Faction War in the first place. They've moved their base of operations to Ysgard, but have otherwise changed little in their methods.
Fraternity of Order (Guvners)
These folks are sure that everything’s got laws. Mankind’s got laws. Sigil’s got laws. Even the Lower Planes got their laws. Now, once a body’s got the laws down, they does pretty well, right? they knows how to use them to their advantage, and how to break them without gelling caught. If everything’s got laws, then there are laws for the whole birdcage—the planes and all that. And if everything’s got laws, then those laws can be learned. See where this is going? Learn the laws of the planes and learn how to break ‘em, how to use ‘em to best advantage. Get to be a real blood, a pro, and a basher’d have real power.
Think of the things a body could do with the laws of the multiverse under their thumb. they could manipulate the very heart of things! It’d make magic seem like a lousy put-up, make a fellow who knew the dark of things a real high-up man. they could find the loophole or the multiverse, the little spots not covered by any rules, where they could do what they wanted. He’d be tougher than the powers themselves!
‘Course, it ain’t that easy. The multiverse keeps its laws dark., where a body’s not likely to find them. More than a few cutters have got themselves put in the deadbook trying to learn it all. Then there’ the powers—it ain’t likely they want any sod getting the secrets of more power than them.
So, let all the other berks run around, looking for the meaning of the multiverse. It doesn’t matter what it all means, because that won’t tell a body how it all works. Knowing the operation of things—that’s what’s important. Who cares what it means when a blood can make it do what they wants?
So, how’s a fellow to find out? Knowledge—knowledge is power. It take’s study, it takes searching. Sometime a body’s got to go out into the planes and look for the answers. Sometimes it takes science, study, and research. There are millions of laws to make this thing go, and the more a body knows, the more they can do
Following the Faction War, they relocated to the plane of Mechanus, where they already had several strongholds. The Guvners continue to delve into the laws of the planes and plot their eventual return to Sigil, which they still believe to be the fulcrum around which all worlds turn.
Free League (Indeps)This ain’t no faction and nobody tells them what! to do. The idea that any berk knows the truth and everybody else’s wrong—well, that’s a chance a body shouldn’t take. Who’s right—the Guvners? The Mercykillers? The Chaosmen? Since when does a smart gambler play all their jink on a single throw?
The short and long of is simple: there’s nobody who’s got a sure key to the truth. So, it pays to keep the options open. Maybe the multiverse is like the Lost say, but it could be the way the Godsmen tell it. Side with one view and find out it’s wrong and, well, a fellow comes up a loser. There’s no wisdom in that!
Still, a body’s got to belong to something if they wants to stay alive. The Free League’s kind of an informal group or like-thinkers. They share news, pass around jobs, and watch each other’s backs. Hey, in a place like the planes, a body can’t be too careful.
There ain’t nobody tells an Indep what to do. They hire on with whom they please, insult whom they dare, and drink with the rest. Every creature’s free to find their own path, their own meaning to the multiverse, and what works for one probably isn’t the answer for another. Pure fact is, there’s a lot of truths out there.
Some figure Indeps to be cowards, afraid to play a stake on the truth, but Indeps see themselves as free thinkers, refusing to be shackled to some blind ideology. Truth is, there are some that don’t want to make the choice, for fear of offending one power or another. Then again, there’s plenty of folks seeking to make their own truth—maybe even start themselves a new faction.
The fall of the Factions actually means an end to the oppression they were facing from the Harmonium and other factions. Life continues as it did before the war, it is even better as far as they see it.
Harmonium (The Hardheads)The secret of the multiverse? That’s simple, and every cutter in the Harmonium knows what it is: “The Harmonium is always right.” Look, the goal of every enlightened being in the multiverse is to live in perfect harmony with all others. Look around: Peace or war—those are the only true states of the multiverse. If a being and its neighbors got the same views, then there’s peace between them. When they don’t agree, that’s what causes war: one body figures it can use fists to convince the other. Now, there’s some powers who say otherwise, but the Harmonium believes that peace is a better end than war. For one, all of a body’s work won’t get destroyed during times of peace. Families don’t get killed, king can actually spend time ruling the people, scholars can study, and petitioners can raise their crops. Everybody, even the fiends on the Lower Planes, can prosper.
On the other hand. the Harmonium says there’s only one way to have peace: their way. War or peace—squabble among each other or join the Harmonium—those are the only choices. The Harmonium believe that the ultimate goal of the multiverse is universal harmony, and it’s ready to spread that belief to all those other sods out on the planes. If it takes thumping heads to spread the truth, well, the Harmonium’s ready to thump heads. Sure, there may not be peace right away, but every time the Harmonium gets rid of an enemy, the multiverse is that much closer to the universal harmony it was meant to have.
And what happen once the Harmonium succeeds? (And it will succeed, that’s certain—just ask them.) That part’s simple. When everyone agrees with the Harmonium, a new golden age will begin. That’s why the Harmonium works so hard to get folk to conform—it’s all for their own good.
Mercykillers (Red Death)As far as this faction’s concerned, justice is everything, and there ain’t no sod who can give it the laugh. Those cutters that try’ll have the Mercykillers on their tail, so the smart thing is just don’t try. It’s the whole reason laws exist—to see that justice is carried out. Justice purges the evil in folks and makes them better, fit to belong in the multiverse. Once everybody’s been cleansed, then the multiverse reaches perfection, and perfection’s the goal of the multiverse.
Justice is absolute and perfect, but it’s got to be correctly applied. A body’s got to know the knights of the post, the criminal, from the innocent, so they don’t make a mistake. Mercy’s an excuse created by the weak and criminal. They think they can rob or kill and then escape their crime by pleading for mercy. The Mercykillers are not so weak. Every crime must be punished according to the law. There are no such things as “extenuating circumstances.”
That being the case, some smart cutters figure they’ll hang the Mercykillers by their own yardarm and accuse them of some of their own crimes. Well, the Red Death’ll just smile and say it answers to a higher law. Charged with protecting justice, they can do things others can’t—all in the name of justice. How else could they survive their own ideals?
‘Course now, other folks don’t agree with Red Death logic. To them, the Mercykillers ain’t above the law or even right in what they do. The Mercykillers don’t like such folk’s altitudes, but they can’t hang a being for its opinions—at least not in most places. Sec, the Mercykillers say they don’t make the laws, they only enforce them. All in all, they’re no better than the rest, but no worse than a few.
Revolutionary League (Anarchists)“These universes, these powers, they’re all corrupt!” screams this faction. “They’re guiding people in the wrong directions, keeping them slaves and prisoners to the powerful. The old beliefs are lies.” These sods claim that Guvners, Chaosmen, Mercykillers, Athar—every last one of them—no longer care about the truth. Their factols all have property, bodyguards, jink, and influence. They’re not looking for the truth; they just want to hang onto what they’ve got.
Well, the Anarchists say it’s time for that to change. It’s time to break free of the chains and seek the real truth. And that’s only going to happen when a body’s free of the bonds of the other factions. A being’s got to be able to make their own choices, but would any faction just let a body go? Think the Harmonium would say, “Sure, we admit we’re wrong. Go and find your own way.” Not a chance! The only way a being’s ever going to get its freedom is to tear down the old factions. Throw ‘em down, shatter ‘em, break their power—that’s what’s got to be done! When the old factions are crushed, a sod has a chance to learn the real truth.
‘Course, a body’s got to be careful. The plutocrats don’t want to give up a single grain of their power cache, so they’ll try to break the spirit of the revolution—if they can catch it. A blood’s got to be careful and keep themselves dark from the factols or they’ll end up lost in an alley some night, so the best thing to do is to pit the factions against each other. A cutter doesn’t need to hit them head-on unless they want to end up in the dead-book.
Once the factions all come down, then folks can find the real truth. What’s that truth? No one knows and there’s no way of saying. There ain’t no point in thinking about it even, not until what’s standing now is brought down. Break it all and rebuild with the pieces that’re left—that’s the only plan.
Sign of One (Signers)Every person, every individual, is unique. This is the greatest glory of the universe—that each creature living (and dead) is different from all others. It’s obvious. then, that the multiverse centers around the self, or so this faction would have everyone believe. “It’s quite simple, addle-cove,” one of these sods would say. ‘The world exists because the mind imagines it. Without the self, the multiverse ceases to be.” Therefore, each Signer is the most important person in the multiverse. Without at least one Signer to imagine it all, the rest of the faction would cease to exist.
Better be nice to the Signers then, berk, because they just might decide to imagine a body right out of existence. Don’t think it can be done? Maybe not, but then a basher’s a fool to take the risk. Lot of folk disappear without a trace, and more than a few are enemies of the Signers. Make a body think, don’t it?
So, some smart cutter’ll say, what happens if two Signers don’t agree? What if they both think different things? Then what happens? After all, the multiverse is the same for everybody. The answer’s easy for a Signer. Since he’s the center of the universe, then obviously everything else is from their imagination—simple. Nobody else really exists except as they think of them, so of course the multiverse is the same. How else could it be?
A lot of folks don’t accept this idea. After all, they point to their own feelings and emotions, their own self, as proof the Signers are wrong. And the Signers simply claim to have imagined it all. What others feel and think isn’t real; only what the Signers feel is.
So, exactly who is imagining the multiverse? That part even the Signers don’t know for sure. One of them is, but they can’t agree on which one. The safest bet is just to fall in with their faction because any Signer could they the source of everything. Remember that, berk.
Society of Sensation (The Sensates)According to these folks, the multiverse is known by the senses—the only proofs of existence. Without experience, without sensation, a thing isn’t. If a sod can’t taste the soup, then it ain’t soup. The only way to know anything for sure is to use the senses.
Look, it ain’t that hard to understand. Which is real, a description of a rose or the rose itself? Only a barmy’d choose the description, which ain’t real. It’s got no smell, no thorns, no color. Picking a rose, that’s real, and the way a body knows is by experiencing it. The senses are the only way to know the universe.
So, some berk’ll ask, “What’s this got to do with, the meaning of the multiverse?” Well, the chant is no one’s going to know the big dark until they’ve experienced everything—all the flavors, colors, scents, and textures of all the worlds. Only when a body’s experienced the whole universe does the great dark of it all finally get revealed. It may seem like an impossible task, but there just might be a way to bob the problem—cheat the multiverse, as it were. It just might be that the multiverse doesn’t exist beyond what a body can sense. The answer to what’s over the next hill just might be “nothing.”
Given that, the multiverse has limits, and a body can try to experience it all. A being’s got to savor the intensity, explore the complexity. Don’t just guzzle the wine—find all the flavors within it. Before a sod’s all done, he’ll learn the differences between Arborean and Ysgardian wine, know them by vintage, and even by the hand of the vintner. Only then do the secrets of the multiverse start to make themselves clear.
The Transcendent Order (Ciphers)These guys say that for a body to become one with the multiverse, he’s got to stop thinking and act. Action without thought is the purest form of thought. When a cutter can know what to do without even thinking about it, then he’s become one with the multiverse.
It goes like this. Every berk’s part of the multiverse, and nothing’s apart from it. So, it figures that every being knows the right action to take at just the right moment. Problem is, some folks start thinking and mess it all up. Thinking adds hesitation and doubt. It overrules instinct and separate a sod from the multiverse. By the time a poor sod’s thought about something, the right action for the right moment is gone.
So, all a berk’s got to do is just quit thinking, right? ‘Course it ain’t that easy. Any addle-cove can blunder in and act without giving it a thought, but that’s not the goal. A body’s got to work hard at learning themselves— learning their own mind and instincts until the right action comes automatically. It’s done by training both the body and mind. Just like the way thieves practice their cross trade, a Cipher’s got to train their mind (the source of action) and body (the actor) to be one thing. There’s no difference between the two, no separation between thought and motion. Body and mind act as one—the hand moves before the thought reaches it.
So, what’s all this get a fellow, then? Once mind and body arc in harmony, the spirit becomes in tune with the multiverse. A blood understands the purpose of the multiverse and know just where and how they should be.
Xaositects (Chaosmen)As these sods see it, the multiverse wasn’t born from Chaos—the multiverse is Chaos. There’s no order, no pattern to anything. That’ the meaning of the multiverse, the great secret everyone else is just too dull-witted and cowardly to admit! Look around. Is there any pattern to this existence? Any order that gives it all meaning? None, not a one. The only order is one that the addle-coved Guvners and Harmonium try to impose on it. Their order isn’t natural to the multiverse. Why, the minute they leave, the multiverse reverts to its natural state of disorganization and chaos.
So why fight it, since Chaos is how things are meant to be? It has a beauty and wonder all its own. By gazing upon Chaos, learning to appreciate the randomness of it and understanding its sublime intricacies, the Xaositects (pronounced: kay-Oh-si-tekts) learn the secrets of the multiverse. They want to play within the unshapeable Chaos, and to be a part of its uncontrollable energies.
Aftermath of the Faction War- The Believers of the Source, the Mercykillers, and the Sign of One were wiped out in the fighting, while the Bleak Cabal, the Dustmen, the Free League, the Society of Sensation, the Transcendent Order, and the Xaositects disbanded (although many former members continue to hold the same beliefs as they did under faction rule). The six remaining factions chose to leave Sigil behind. All former faction leaders gave up their claims to control over the city, handing it over to elected civil servants.
- The Mercykillers were forced to split into two much smaller groups, the Sons of Mercy and the Sodkillers—two smaller factions which long ago joined to form the Mercykillers. The Sons of Mercy are concerned with redeeming and rehabilitating criminals, whereas the Sodkillers believe in simply exterminating them. Both remained in Sigil.
- The survivors of the Believers of the Source and the Sign of One merged into a completely new faction known as the Mind's Eye.
- The Athar fled the city to the base of the Spire, the region of the Outlands where all magic (including that of the gods) fails, to escape the wrath of the deities whom they defied. Their membership has declined due to the isolation of their new base.
- The Doomguard was decimated in the Faction War. Most of its survivors fled to the four Inner Planar citadels maintained by the faction on the borders of the Negative Energy Plane. The Doomguard now rarely leave their citadels, making forays outside only when some great act of creation (such as the formation of a new demiplane) demands a retributive act of destruction.
- The Fraternity of Order relocated to the plane of Mechanus, where they already had several strongholds. The Guvners continue to delve into the laws of the planes and plot their eventual return to Sigil, which they still believe to be the fulcrum around which all worlds turn.
- The planar chapter of the Harmonium relocated to the plane of Arcadia. They have become less of a police force and more of a diplomatic body. The Harmonium now believes that the best way to spread order is to peacefully unite the Upper Planes under the banner of law rather than forced conversion to their ideals.
- The Fated suffered a great loss of face because it was their factol, Duke Darkwood, who started the Faction War in the first place. They've moved their base of operations to Ysgard, but have otherwise changed little in their methods.
- The Revolutionary League retreated to the plane of Carceri, where most of its cells fell into disarray. Most of the remaining Anarchists seek to return to Sigil in force to become its new rulers. Other members of the League are appalled at the thought of ruling anything and have formed a splinter group, the Second Wave; these "Wavers" take the dissolution of the factions as proof that any political structure can fall and have spread to numerous planar metropolises to stir up rebellion.