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Faction (Planescape)

The Factions are fictional philosophically based power groups in the Planescape campaign setting for the Dungeons & Dragons fantasy role-playing game.

Background edit

While the Lady of Pain is considered the ultimate ruler of the planar metropolis called Sigil, "the City of Doors", the Factions perform virtually all the actual administrative and practical functions of the city. They are the ones the people look to for authority; the Lady only gives edicts or appears personally under rare circumstances. Each of the Factions is based around one particular belief system; many of the Factions' beliefs make them enemies where their other goals and actions might have made them allies. All Factions hold many secrets from non-members and even their own members, for the fewer who know a secret, the more secret it is (and these are secrets of power, either wielded or potentially gained by the Faction's adversaries).

There are fifteen Factions in total, per decree of the Lady of Pain; any additional factions emerging would be subject to her wrath (unless they destroy one of the current 15). At one point there were many more Factions, but after a war referred to as the Great Upheaval amongst the factions, the Lady of Pain decreed that they had two weeks to get the number down to 15 or she would kill them all. The Free League membership swelled to over a million, compared to the 20,000 or so members present day.

Factions are led by a Factol. Other high-ranking faction members are called Factors, and mid-level faction members are called Factotums. The lowest-ranking members are called Namers because many of them have only a tenuous faith in their faction's philosophy and are thus members in name only.

Original factions edit

Athar edit

Also known as "the Defiers" or "the Lost", they deny not only the gods' right to pass judgment over mortals, but their very divinity. They claim that the gods (whom they call "powers") are powerful but have limits and do not deserve worship. Instead, Athar priests channel divine power from what they call the "Great Unknown", or what they believe to be the true divine force behind everything. Their headquarters in Sigil is the Shattered Temple, the former temple of the dead god Aoskar. Following the faction war, and banned from Sigil, they moved their headquarters to the base of the infinite spire where divine magic does not function in protection of the many gods they have offended. The Athar are broadly derived from real-world atheists, agnostics, and Deists.

Believers of the Source edit

Known as "Godsmen" they believe that each life is a test, and that every person has the potential to become a god. Their headquarters is the Great Foundry, symbolizing their belief that the multiverse constantly forges and refines all beings. Shares many parallels with Hindu, Buddhism, and most sects of Mormonism. However, the ultimate goal is not Nirvana but apotheosis.

Bleak Cabal edit

"Bleakers" or "Madmen" deny that any belief system has any merit; as they see it, the universe has physical rules, but no metaphysical or philosophical ones, therefore any meaning in life must come from within. Their headquarters is the insane asylum of Sigil, called the Gatehouse. They are derived from real-life existentialists and the philosophy of Friedrich Nietzsche.

Doomguard edit

The "Sinkers" believe in the sanctity and inevitability of entropy, particularly the inevitable destruction of all things. The core of their belief is that everything ends. Their headquarters is Sigil's Armory, where they forge weapons as tools of destruction.

Dustmen edit

Also known as "the Dead", they believe that the life people live in now is a false state of existence, that there is a state of "True Death" which can only be accomplished by denying one's emotions, physical wants and needs (a conception similar to eternal oblivion, but also conceivably to Nirvana). Their headquarters is the Mortuary, where Sigil's dead are interred or cremated. Their philosophy is closely related to that of Arthur Schopenhauer, along with some shared similarities with Buddhism, Stoicism and acosmism.

Fated edit

"Takers" or "The Heartless" believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it, and that it is their right to exploit any situation to their advantage, regardless of how it affects anyone else (a position akin to "might makes right", and achievement through work[1]). Their headquarters is the Hall of Records, where they serve as the tax collectors of Sigil. They are derived from real-life Social Darwinists and the philosophies of Max Stirner and Ayn Rand.

Fraternity of Order edit

These "Guvners" believe that knowledge is power; they learn and exploit both the natural laws of the universe and the laws of society. Their headquarters is the City Court, where they serve as judges and legal advocates. They recall the Sophists of Classical Athens.

Free League edit

As "Indeps", they reject the other factions and their bureaucratic, hierarchical dogmatism and do not consider themselves a faction at all. For this reason, they don't have a factol or an official headquarters, though Sigil's Great Bazaar serves as an unofficial one. They believe in individual freedom as the highest good and are analogous to libertarians.

Harmonium edit

"Hardheads" believe that peace and stability can only be established under one rule — theirs. The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho. In Sigil, they serve as the city's police force, and their headquarters is the City Barracks. They are related to present day authoritarianism, particularly religious evangelicalism and fundamentalism. They take offense to the term "Hardhead".

Mercykillers edit

"The Red Death" believe in justice and retribution at the expense of all else. Their name does not come from "killing out of mercy," but rather "killing mercy." Their credo that mercy is for the weak, and the merciful should be punished. Their headquarters is Sigil's Prison, where they carry out the sentences of convicted criminals.

Revolutionary League edit

"Anarchists" who believe that social order and man-made laws are inherently corrupt and must be destroyed—though none of their members can agree on what, if anything, should replace them. Like the Indeps, they have no headquarters and gather in many safe houses and secret meeting places.

Sign of One edit

"Signers" believe that everyone is the center of their own reality, and that reality can be reshaped by the power of imagination. Their headquarters is the Hall of Speakers, which houses Sigil's legislature. Some of them are solipsists, though most are not so extreme.

Society of Sensation edit

Sensates believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment. Their headquarters is the Civic Festhall, which features an endless series of entertainments and a library of magically stored experiences. They are reminiscent of ancient Epicurianism (if not hedonism more generally), as well as the more modern empiricism.

Transcendent Order edit

The Cipher believe that by tapping into the 'cadence' of the planes and acting through pure instinct they can achieve a higher state of being. Their headquarters is the Great Gymnasium, where members can train to improve their bodies and minds. Their philosophy could be considered similar to Taoism and Zen Buddhism.

Xaositects edit

"Chaosmen" who believe that the only truth is revealed in chaos. The Xaositects have been quite accurately described as being "totally off their rockers, every one of 'em." Their headquarters is the Hive, the most disorganized part of the Sigil ward of the same name. Compare with real life discordianism.

After the Faction War edit

In The Faction War, many Factions were destroyed or merged.

  • Athar
who have fled 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.
  • Doomguard
who 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.
  • Fated
who 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
who 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.
  • Harmonium
who 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.
  • Mind's Eye
merged from the survivors of the Believers of the Source and the Sign of One.
  • Revolutionary League
which 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.
  • Ring Givers
who believe that everything you give (and sometimes even more) will be given back to you one day.
  • Sodkillers
who believe in exterminating crime with any force necessary, and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War.
  • Sons of Mercy
who are concerned with redeeming and rehabilitating criminals, and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War.
  • Transcendent Order
who have been barely touched by the Faction War and still run the Great Gymnasium, unofficially spreading their ideals through the Cage and the Planes. Former Factol Rhys is now a member of Sigil's city council.

Reception edit

Scott Haring, in his review of the Planescape Campaign Setting for Pyramid, notes that designer Zeb Cook's three-word summary of the Planescape experience is, "Philosophers With Clubs."[2] Haring commented, "And what a batch of philosophers!", noting that "Sigil is rife with philosophical factions, all with their own take on how the universe works and what it's all about. [...] Each faction is continuously struggling to gain converts from other factions and to hang on to what they've got. Because the more people who believe the basic laws of the universe work a certain way, the more the universe tends to work in just that way. Alignment and philosophy are more than roleplaying tools -- they're the main point."[2]

Haring described the Fraternity of Order "that believes that there is a law governing absolutely everything in the universe, and that all you have to do is learn them and you'll rule everything"; the Society of Sensation "that believes that the only way to comprehend the meaning of the universe is to personally experience every facet of it"; the Dustmen "who believe that everybody on all the planes is already dead, and that everybody came here to this depressing afterlife from somewhere else"; and the Doomguard "that believes that entropy is the ultimate destination of the universe and that they should do whatever they can to help it along".[2] Haring notes that "there's more, all colorful and unique".[2]

Further reading edit

  • Wilson, Johnny L. (April 1999). "Planescape: Torment" (PDF). Computer Gaming World. No. 177. pp. 62–66. Retrieved December 27, 2021.

References edit

  1. ^ Lord Winfield (September–October 1997). "Planescape - un bon plan". Backstab (in French). 5: 46–47. Retrieved December 28, 2021.
  2. ^ a b c d Scott Haring (August 1994). "Pyramid Pick: Planescape". Pyramid. Steve Jackson Games. #8. Retrieved 2008-02-26.

Sources edit

External links edit

  • Planewalker.com, the official Planescape fansite
  • TSR Archive Planescape product list

faction, planescape, this, article, needs, additional, citations, verification, please, help, improve, this, article, adding, citations, reliable, sources, unsourced, material, challenged, removed, find, sources, faction, planescape, news, newspapers, books, s. This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Faction Planescape news newspapers books scholar JSTOR April 2018 Learn how and when to remove this template message This Dungeons amp Dragons related article describes a work or element of fiction in a primarily in universe style Please help rewrite it to explain the fiction more clearly and provide non fictional perspective October 2009 Learn how and when to remove this template message The Factions are fictional philosophically based power groups in the Planescape campaign setting for the Dungeons amp Dragons fantasy role playing game Contents 1 Background 2 Original factions 2 1 Athar 2 2 Believers of the Source 2 3 Bleak Cabal 2 4 Doomguard 2 5 Dustmen 2 6 Fated 2 7 Fraternity of Order 2 8 Free League 2 9 Harmonium 2 10 Mercykillers 2 11 Revolutionary League 2 12 Sign of One 2 13 Society of Sensation 2 14 Transcendent Order 2 15 Xaositects 3 After the Faction War 4 Reception 5 Further reading 6 References 7 Sources 8 External linksBackground editWhile the Lady of Pain is considered the ultimate ruler of the planar metropolis called Sigil the City of Doors the Factions perform virtually all the actual administrative and practical functions of the city They are the ones the people look to for authority the Lady only gives edicts or appears personally under rare circumstances Each of the Factions is based around one particular belief system many of the Factions beliefs make them enemies where their other goals and actions might have made them allies All Factions hold many secrets from non members and even their own members for the fewer who know a secret the more secret it is and these are secrets of power either wielded or potentially gained by the Faction s adversaries There are fifteen Factions in total per decree of the Lady of Pain any additional factions emerging would be subject to her wrath unless they destroy one of the current 15 At one point there were many more Factions but after a war referred to as the Great Upheaval amongst the factions the Lady of Pain decreed that they had two weeks to get the number down to 15 or she would kill them all The Free League membership swelled to over a million compared to the 20 000 or so members present day Factions are led by a Factol Other high ranking faction members are called Factors and mid level faction members are called Factotums The lowest ranking members are called Namers because many of them have only a tenuous faith in their faction s philosophy and are thus members in name only Original factions editAthar edit Also known as the Defiers or the Lost they deny not only the gods right to pass judgment over mortals but their very divinity They claim that the gods whom they call powers are powerful but have limits and do not deserve worship Instead Athar priests channel divine power from what they call the Great Unknown or what they believe to be the true divine force behind everything Their headquarters in Sigil is the Shattered Temple the former temple of the dead god Aoskar Following the faction war and banned from Sigil they moved their headquarters to the base of the infinite spire where divine magic does not function in protection of the many gods they have offended The Athar are broadly derived from real world atheists agnostics and Deists Believers of the Source edit Known as Godsmen they believe that each life is a test and that every person has the potential to become a god Their headquarters is the Great Foundry symbolizing their belief that the multiverse constantly forges and refines all beings Shares many parallels with Hindu Buddhism and most sects of Mormonism However the ultimate goal is not Nirvana but apotheosis Bleak Cabal edit Bleakers or Madmen deny that any belief system has any merit as they see it the universe has physical rules but no metaphysical or philosophical ones therefore any meaning in life must come from within Their headquarters is the insane asylum of Sigil called the Gatehouse They are derived from real life existentialists and the philosophy of Friedrich Nietzsche Doomguard edit The Sinkers believe in the sanctity and inevitability of entropy particularly the inevitable destruction of all things The core of their belief is that everything ends Their headquarters is Sigil s Armory where they forge weapons as tools of destruction Dustmen edit Also known as the Dead they believe that the life people live in now is a false state of existence that there is a state of True Death which can only be accomplished by denying one s emotions physical wants and needs a conception similar to eternal oblivion but also conceivably to Nirvana Their headquarters is the Mortuary where Sigil s dead are interred or cremated Their philosophy is closely related to that of Arthur Schopenhauer along with some shared similarities with Buddhism Stoicism and acosmism Fated edit Takers or The Heartless believe that those with power and ability have the right to own what they control and to take what they can from those who are unable to keep it and that it is their right to exploit any situation to their advantage regardless of how it affects anyone else a position akin to might makes right and achievement through work 1 Their headquarters is the Hall of Records where they serve as the tax collectors of Sigil They are derived from real life Social Darwinists and the philosophies of Max Stirner and Ayn Rand Fraternity of Order edit These Guvners believe that knowledge is power they learn and exploit both the natural laws of the universe and the laws of society Their headquarters is the City Court where they serve as judges and legal advocates They recall the Sophists of Classical Athens Free League edit As Indeps they reject the other factions and their bureaucratic hierarchical dogmatism and do not consider themselves a faction at all For this reason they don t have a factol or an official headquarters though Sigil s Great Bazaar serves as an unofficial one They believe in individual freedom as the highest good and are analogous to libertarians Harmonium edit Hardheads believe that peace and stability can only be established under one rule theirs The planar faction known as the Harmonium is actually just a small part of a much larger political entity which rules over the entirety of the Prime Material world of Ortho In Sigil they serve as the city s police force and their headquarters is the City Barracks They are related to present day authoritarianism particularly religious evangelicalism and fundamentalism They take offense to the term Hardhead Mercykillers edit The Red Death believe in justice and retribution at the expense of all else Their name does not come from killing out of mercy but rather killing mercy Their credo that mercy is for the weak and the merciful should be punished Their headquarters is Sigil s Prison where they carry out the sentences of convicted criminals Revolutionary League edit Anarchists who believe that social order and man made laws are inherently corrupt and must be destroyed though none of their members can agree on what if anything should replace them Like the Indeps they have no headquarters and gather in many safe houses and secret meeting places Sign of One edit Signers believe that everyone is the center of their own reality and that reality can be reshaped by the power of imagination Their headquarters is the Hall of Speakers which houses Sigil s legislature Some of them are solipsists though most are not so extreme Society of Sensation edit Sensates believe that accumulating experiential knowledge through the senses is the only way to achieve enlightenment Their headquarters is the Civic Festhall which features an endless series of entertainments and a library of magically stored experiences They are reminiscent of ancient Epicurianism if not hedonism more generally as well as the more modern empiricism Transcendent Order edit The Cipher believe that by tapping into the cadence of the planes and acting through pure instinct they can achieve a higher state of being Their headquarters is the Great Gymnasium where members can train to improve their bodies and minds Their philosophy could be considered similar to Taoism and Zen Buddhism Xaositects edit Chaosmen who believe that the only truth is revealed in chaos The Xaositects have been quite accurately described as being totally off their rockers every one of em Their headquarters is the Hive the most disorganized part of the Sigil ward of the same name Compare with real life discordianism After the Faction War editIn The Faction War many Factions were destroyed or merged Atharwho have fled 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 Doomguardwho 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 Fatedwho 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 Orderwho 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 Harmoniumwho 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 Mind s Eyemerged from the survivors of the Believers of the Source and the Sign of One Revolutionary Leaguewhich 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 Ring Giverswho believe that everything you give and sometimes even more will be given back to you one day Sodkillerswho believe in exterminating crime with any force necessary and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War Sons of Mercywho are concerned with redeeming and rehabilitating criminals and one of the two factions that long ago joined to make the Mercykillers and divided in the wake of the Faction War Transcendent Orderwho have been barely touched by the Faction War and still run the Great Gymnasium unofficially spreading their ideals through the Cage and the Planes Former Factol Rhys is now a member of Sigil s city council Reception editScott Haring in his review of the Planescape Campaign Setting for Pyramid notes that designer Zeb Cook s three word summary of the Planescape experience is Philosophers With Clubs 2 Haring commented And what a batch of philosophers noting that Sigil is rife with philosophical factions all with their own take on how the universe works and what it s all about Each faction is continuously struggling to gain converts from other factions and to hang on to what they ve got Because the more people who believe the basic laws of the universe work a certain way the more the universe tends to work in just that way Alignment and philosophy are more than roleplaying tools they re the main point 2 Haring described the Fraternity of Order that believes that there is a law governing absolutely everything in the universe and that all you have to do is learn them and you ll rule everything the Society of Sensation that believes that the only way to comprehend the meaning of the universe is to personally experience every facet of it the Dustmen who believe that everybody on all the planes is already dead and that everybody came here to this depressing afterlife from somewhere else and the Doomguard that believes that entropy is the ultimate destination of the universe and that they should do whatever they can to help it along 2 Haring notes that there s more all colorful and unique 2 Further reading editWilson Johnny L April 1999 Planescape Torment PDF Computer Gaming World No 177 pp 62 66 Retrieved December 27 2021 References edit Lord Winfield September October 1997 Planescape un bon plan Backstab in French 5 46 47 Retrieved December 28 2021 a b c d Scott Haring August 1994 Pyramid Pick Planescape Pyramid Steve Jackson Games 8 Retrieved 2008 02 26 Sources editDavid Zeb Cook 1994 A Player s Guide to the Planes Planescape Campaign Setting TSR Inc pp 14 32 ISBN 1 56076 834 7 David Zeb Cook 1994 Sigil and Beyond Planescape Campaign Setting TSR Inc pp 64 67 ISBN 1 56076 834 7 Monte Cook Ray Vallese 1998 Faction War TSR Inc ISBN 0 7869 1203 0 External links editPlanewalker com the official Planescape fansite The Clueless Inn TSR Archive Planescape product list Retrieved from https en wikipedia org w index php title Faction Planescape amp oldid 1169289115, wikipedia, wiki, book, books, library,

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