Factions beyond Sigil

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Jack of tears's picture
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Factions beyond Sigil

We are all aware of the Factions' behaviors and methods in the city of doors, but there seems a gross lack of information pertaining to what moves the fations are taking on the planes themselves, in order to spread and strengthen their belief - at the aid or throat of those who would appose them.

While the Cage is an indisputably important part of the Multiverse, it isn't the only place where these battles of belief are being waged and I would love to get your thoughts on just what the Factions are up to on the planes.

Jack of tears's picture
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Re: Factions beyond Sigil

Does nobody have any ideas on this, or is it sufficiently covered elsewhere which I haven't found? (search in forums can be awful)

I've been here off and on forever, but don't recall this being discussed in any depth during those periods I've been active.

Mechalich's picture
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Re: Factions beyond Sigil

Most of the Factions are strongest on a plane that already mirrors their philosophy in some way, and therefore fits them like a glove. This was probably deliberately designed, especially on the law and chaos, so that Mechanus functions like a plane full of Guvners and Limbo like a plane full of Xaositects (over-generalizations obviously, but it does present familiarity).

The various Planes of __ boxsets did feature the sites where the factions were based or had particular influence.

The real issue is that Faction War, which more or less blew the factions apart, was one of the very last supplements released in the Planescape line, so there was very little material dealing with what the factions were doing post Faction War (and it largely took the fanbase well into 3e to get over the war having happened in the first place).

Most of the 3e material that has acknowledged Planescape at all has been very mechanics focused, so it's not very helpful.

Jack of tears's picture
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Re: Factions beyond Sigil

Thanks, but those facts I'm aware of - which is why I was looking for opinions and ideas. We hear a lot of talk about how the factions influence the planes outside of Sigil and how what we see them doing in the City is only part of a much larger move to promote their philosophies, but you don't see that addressed much in the material, so I was curious if others had any insight into what sort of proactive behavior the factions were up to on the wheel at large.

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Joined: 2006-05-17
Re: Factions beyond Sigil

Stories I ran in my own campaigns had the Factions very active in the Gate-Towns. Some were working very hard to prevent border shifts. I suppose some could be working hard to cause them, too.

For my home campaign's introduction to Planescape, the party ended up in PLague-Mort. Several facions were represented. The Bleak Cabal ran The Hospice, the safest place in town for a jinkless Clueless to sleep (which isn't saying much), if you can put up with the barmies and the Bleakers. The local Sensate was an artist who sometimes used organic media. He was actually out-ranked and knuckled under by one of the PCs. The Arch-lector's Hounds were split along Faction lines, with Dustmen, Doomguard, and Fated. The one high-up who ran them all was a chaotic-evil Cypher, who became another PC's nemesis.

The major part of the adventure involved the party working for a Godsman, Devi. She was a deva determined to prevent the town and its mortal residents from tumbling into the Abyss. The PCs had to run around town, planting flowers (yes), and helping specific people. This would anchor the town better to the Outlands.

The party also went to Bedlam twice (because I love creating odd and memorable NPCs). Again, the Factions were represented in various parts of town. The Dustmen ran the graveyard and the quarry (cheap manual labor), as well as a pawn shop (of sorts) of dead berks' property. The Fated were represented by a were-rat gangster who ran the cross-trade. The Sons-of-Mercy was a single bariaur paladin who thought he was the city guard. The Doomguard controlled the wall between the upper and lower towns, deciding who got to climb the hill and who stayed down by the gate to Pandemonium. The Godsman's local Factor was a Rakshasa who guarded the Temple to All Gods. There were even Guvners in the town, a family of gnomes who lived in a large stout bulding that was always locked (the 'bank').

This was all in addition to the Factions that really ran the town, the Xaositects and the Bleak Cabal.

ripvanwormer's picture
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Re: Factions beyond Sigil

Before Geocities dies, read Faction secondary planes and Sect secondary planes on A Tiefling's Exultation.

Jem
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Re: Factions beyond Sigil

Some suggestions for missions to spread philosophies on other planes, eh?

Guvners: have them maintain an aid organization devoted to assisting nations recovering from major disaster or civil war. Logistics is a pressing need in this situation, and the Fraternity can provide. Their corps of technocrats can use their intuit pattern ability to speak the local language, and their portal records give them the ability to find and channel required resources like food and medicine. After the immediate recovery is over, they can offer assistance in rebuilding functioning governmental structures, and if this is accepted their legal philosophies get entrenched in the locals' forms of government.

As the most academic of the factions, they could also be the go-to source for education systems. If Guvner textbooks are the standard reference, people realize that it's Guvners who know how things work, see?

Society of Sensation: These fellows could play a role a lot like the Pathfinder Society -- interplanar tour guides, basically, with a heavy presence on areas of the Prime cosmopolitan enough to have planar access and traffic. Any job that gives Society members the opportunity to wow fresh crops of Clueless on a regular basis would be perfect for recruiting adventuresome new members.

Abolitionists: I've said before that I think a great cross-faction effort could run a planes-spanning Underground Railroad, freeing unwilling slaves wherever possible and funneling them to places like Bytopia or free towns on the Outlands where slaves are free just by setting foot on the soil. As much as this would appeal to Indeps and some Anarchists, I think good Guvners and Xaositects could also find appeal in it -- and how often do you see those names in the same list?!? You could run a whole campaign around efforts ranging from an individual escape escort up to fomenting a slave rebellion or passing abolition nationwide, and at high levels you could be making massive trouble for slave economies like the dao and efreet.

Athar: instead of killing a god, they might have a project involved with denying gods access to an entire world, a crystal sphere on the Prime. The difficulty of contact with Athas makes study of that world challenging, but the possibility of ejecting deific meddling from a whole world and freeing the minds of the inhabitants therein could make a compelling project for Defiers, who could try tracking down rumors about Athas and experiment with reconstructing the effect.

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