THE SIGIL FACTIONS
Each
faction looks for the dark of the planes, the meaning of life or the path to
power. Most of the factions believe they have already found the truth and they
try to persuade everyone else to accept their point of view as the one true
way.
Once a body leaves the Cage, the significance of any single faction ranges from
moderate to little to none. There is a refuge or a base of each group on a different
home plane and in these places factions try to exert at least some influence
over their chosen territory.
All new members of a faction are called namers, and most members remain
namers for the rest of their lives if they don't get involved in their faction
administration or its intrigue. Namers wear their group's symbols.
Lots of folks owe their allegiance to a faction without giving it all their
time.
The namers who do prove themselves particularly devoted to the cause might be
promoted to the rank of factotum. Factotum are full-time faction members
who spent all of their time to the administration and advancement of the group.
The high-ups of the factions are called factors. These blood have positions
of great responsibility and wield a good deal of authority.
The member highest in rank is the factol, the leader of the faction.
Sometimes they are, with factors, the most devout believers and the most profound
thinkers in their factions, but other times factols are just the most capable
leaders or even simply the most popular.
Faction members gain certain basic abilities and also restrictions depending
on their faction's philosophy. If a factioneer loses his convictions, he loses
also his special abilities, even if he is still a member of the faction.
For the most part, the doctrines of the factions are mutually exclusive, but
certain factions ally with one another because their similar credos.
Not everyone joins a faction. Someone doesn't feel the need to waste their time
with endless debates of philosophy or bureaucratic intrigues.
Faction Name |
Faction Symbol |
Faction Beliefs |
Eligibility | Allies | Enemies | Sigil Headquaters |
Faction Factol |
Faction Plane of Influence |
|
T R I A D O O |
|
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Peace is our goal. But if it takes a little war to get others to see things the Harmonium way, so be it. That's how we'll reach our golden harmony. | Members must be lawful. | Guvners, Mercykillers | Free League, Rev. League, Xaositects | The
Barracks (The Lady's Ward) |
Sarin | Arcadia (in Melodia) |
|
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Everything has laws; most are dark. Learn the laws of the multiverse and you can rule it. | Members must be lawful. | Harmonium, Mercykillers | Rev. League, Xaositects | The
City Courts (The Lady's Ward) |
Hashkar | Mechanus (in the Fortress of Disciplined Enlightenment) |
|
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Justice is everything. When properly applied, punishment leads to perfection. | Members
must be lawful. |
Guvners, Harmonium | Rev. League, Sensates, Sign of One | The
Prison (The Lady's Ward) |
Alishon Nilesia | Acheron (in Vorkehan) |
||
T R I A D O D |
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The Gods are frauds! They must be defied! While they might be top-shelf bloods, gods they are not. Anyone, if they glean enough power, can rise to this 'godhood'. There is something out there, the unknowable truth lies just beyond the veil. |
No priests of specific deities. | Godsmen | None | The
Shattered Temple (The Lower Ward) |
Terrance | The Astral | |
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The status quo is built on lies and greed. Crush the factions. Break them down and rebuild with what is left. That's the only way to find the real truth.
|
No lawful members. | Doomguard, Xaositects | Guvners, Harmonium | Many safe houses throughout Sigil | None | Carceri (in the Bastion of Last Hope) |
||
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There is no order to the Multiverse, and those that believe so are the barmies. Chaos is truth, order delusion. Embracing the randomness of the multiverse, one learns its secrets. |
Members must be chaotic. | Bleakers, Doomguard | Guvners, Harmonium | The
Hive Sprawl (The Hive Ward) |
Karan | Limbo | ||
T R I A D O D |
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The multiverse ain't supposed to make sense; there is no grand scheme, no deep meaning, no elusive order. The only truth worth finding lies within. | No lawful members. | Sinkers, Xaositects, Dustmen, Rev. League | Guvners, Harmonium, Mercykillers | The
Gatehouse (The Hive Ward) |
Lhar | Pandemonium (in the Madhouse) |
|
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Entropy is ecsatsy, things decay, rot, and fall away. It is the most powerful force in the Multiverse. Nothing can stop it. We will all decay eventually - so why fight it? We're just here to keep leatherheads from interfering. | No priests with access to the spheres of healing or creation. | Bleakers, Dustmen | Guvners, Harmonium | The
Armory (The Lady's Ward) |
Pentar | The
negative quasiplanes (Ash, Dust, Salt, and Vacuum) |
||
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We are all dead, only in varying degrees of death. We explore our state with patience, purge our passion and ascend toward the purity of True Death. We are no closer to it than are the petitoners. As soon as we progress to the one True Death, then all will be revealed. | Anyone can join. | Bleakers, Doomguard | Sensates, Signers | The Mortuary (The Hive Ward) |
Skall | Negative Energy Plane | ||
T R I A D O E |
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We all try to make ourselves better during our lifetimes. Only through trial and experience, learning from that which we don't know, will we ever hope to learn the one Truth that constantly evades us. All life springs from the same divine source ascending and descending in form as it is tested. | Athar, Doomguard | Bleakers, Dustmen | The
Great Foundry (The Lower Ward) |
Ambar Vergrove | Ethereal | ||
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To know the multiverse, experience it fully. This experience can only be gleaned through our senses - sight, smell, taste, touch, and hearing. For the multiverse doesn't exist beyond what can be sensed. Learn these senses and use them and the truth will be shown to you. |
Anyone can join. | Signers; sometimes Indeps, Guvners | Doomguard; often Dustmen, Mercykillers | The
Civic Festhall (The Clerk's Ward) |
Erin Montgomery | Arborea (in the Gilded Hall) |
||
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Action without thought is the purest response. Multiverse Experience teaches us and hones our skills, melding our bodies and minds into a single formidable force, and the spirit becomes one with the multiverse. | Members must be at least partly neutral. | Most factions | Harmonium (suspicion) | Great
Gymnasium (The Guildhall Ward) |
Rhys | Elysium | ||
T R I A D O S |
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The multiverse belongs to those who seize it. Why does the Lady rule the Cage? Because she can, berk! There's no one powerful (or foolish) enough to wrest it from her grasp. No one's to blame for a poor sod's fate but the sorry sod himself. | No lawful good members. | Free League, Mercykillers (loosely) | Harmonium | Hall
of Records (The Clerk's Ward) |
Duke Rowan Darkwood | Ysgard (in Rowan's Hall) |
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Nobody's got the key to the truth! No one sod, berk or blood, knows the dark of the Mulitverse! This ain't no faction and nobody tells us what to do. You've got to watch what happens and decide for yourself. | Anyone can join. | Fated (sometimes) | Harmonium | Great
Bazaar (The Market Ward) |
None | Outlands (informal meetings in Tradegate) |
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The planes exist because the mind imagines them. We are all merely constructs of another's thought, existing purely in a world created by someone's mind. I know that I have created this Multiverse, you had better hope that I do not forget you... | Lawful good and lawful neutral members are unlikely at best. | Sensates | Bleakers, Harmonium | Hall
of Speakers (The Clerk's Ward) |
Darius | The
Beastlands (in Signpost) |