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- Who Are The Ascended Factions
- Sigil’s Ascendant Factions, At A Glance
In the vast multiverse of Dungeons & Dragons, the city of Sigil stands as a nexus of power, constantly being reshaped by belief and cosmic truths. And Sigil’s factions—organized groups of like-minded philosophers—hold all the power in this city, controlling all sociopolitical affairs and production.
Among them, the Ascendant Factions—currently twelve strong—hold the strongest influence. Whether you’re looking to DM a campaign set in Sigil or crafting a character for a Planescape adventure, we’ve got you covered! Dive in as we break down each faction’s roles and influences and how to utilize them in your campaign.
Who Are The Ascended Factions
In Sigil’s labyrinthine sociopolitics, the Ascendant Factions stand as its cornerstones of power.
Each spearheaded by a leader called a ‘Factol,’ these twelve influential groups fundamentally sculpt life within the City of Doors. From challenging divine existence to relentlessly pursuing justice, the members of each Ascendant Faction unite under a shared banner of beliefs and values.
Their roles vary, from orchestrating grand feasts and providing publicly accessible healing to enforcing the law and controlling the city’s armory.
Veterans of Planescape from AD&D might notice that some factions have changed. This is largely due to city events and inter-faction disputes, and of course, none are safe from the inscrutable will of the Lady of Pain, Sigil’s god-like ruler—not even the Ascendant Factions. As a result, some factions have been decimated or assimilated entirely into others.
For instance, the Mind’s Eye was formed when the Believers in the Source and the Sign of One merged their doctrines.
Whether you’re a Sigil native or a visitor passing through, you’ll need to learn the ins-and-outs of faction politics to avoid finding yourself in the Prison, dead at the hands of the Harmonium, or worse.
Sigil’s Ascendant Factions, At A Glance
Faction |
Beliefs |
Typical Members |
Role in Sigil |
---|---|---|---|
Athar |
|
Disillusioned / former devouts, skeptics Members are called Defiers. |
Surveillance / spy network that keeps religious institutions in check. |
Bleak Cabal |
|
Healers, nihilists Members are called Bleakers. |
Hub of healing, sanctuary, and respite to any who need shelter. |
Doomguard |
|
Soldiers, weaponsmiths Members are called Sinkers. |
Controls and oversees the production and sale of weapons in the city. |
Fated |
|
Bullies, moguls, warlords Members are called Takers. |
Ruthless and aggressive tax / debt collectors. |
Fraternity of Order |
|
Con artists, lawyers, spellcasters Members are called Guvners. |
Review, study, and adjudicate the laws that govern Sigil; keep records of all portals. |
Hands of Havoc |
|
Anarchists, arsonists, freedom fighters Members are called Wreakers. |
Fittingly, no “official” role. Infiltrate other factions and sabotage them when they become too powerful. |
Harmonium |
|
Authoritarians, guards, mediators Members are called Hardheads. |
Enforce the law, apprehend law-breakers, plan patrol routes, and keep records of all arrests. |
Heralds of Dust |
|
Corpse-collectors, undead Members are called Dusters. |
Manage the Mortuary—Sigil’s all-in-one morgue, funeral home, and tomb. |
Mercykillers |
|
Bounty hunters, executioners, vigilantes Members are called Jailers. |
Control the Prison, administer punishment to law-breakers and criminals sentenced by the courts. |
Mind’s Eye |
|
Inventors, guides, wanderers Members are called Seekers. |
Oversee the creation of tools, parts, and machinery in the Great Foundry. |
Society of Sensation |
|
Artists, entertainers, revelers Members are called Sensates. |
Host festive and unique experiences at the Civic Festhall to provide joy and diversion. |
Transcendent Order |
|
Athletes, daredevils, rescuers Members are called Ciphers. |
Supervise and run the Grand Gymnasium, where members can train their bodies. |
Athar
Epithet |
Defiers |
---|---|
Allies |
Mind’s Eye |
Enemies |
– |
Attire |
Starry patterns, silver chains, and shattered holy emblems |
Aligned Plane |
Astral Plane |
The Athar challenge the authenticity of gods, viewing them as mere mortals taking credit for the power of some unknowable greater being.
They suspect there might be true deities but believe these entities are immeasurable. The Athar’s main aim is to uncover the mysteries of the multiverse and this “ultimate” divine source of power.
Led by Factol Terrance, who reveres this “Greater Unknown” believed to be the true divine source, the Athar focuses on guiding former religious devotees towards what they deem to be the truth.
In Sigil
They make their headquarters at the Shattered Temple, once dedicated to the fallen god Aoskar. The Athar runs an intricate spy network that monitors Sigil’s religious institutions, intervening or alerting other factions when any one religious movement starts gaining too much power.
In A Campaign
In a D&D campaign set in Sigil, players might cross paths with the Athar while investigating religious mysteries or encountering disillusioned former worshipers.
If your party comprises religious characters like clerics and paladins, they may attract the faction’s attention (and distaste) due to their own divine affiliations.
The Bleak Cabal
Epithet |
Bleakers |
---|---|
Allies |
Doomguard, Hands of Havoc, Heralds of Dust |
Enemies |
Fraternity of Order, Harmonium, Mercykillers |
Attire |
Worn, gloomy, faded, and frayed clothing |
Aligned Plane |
Pandemonium |
The Bleak Cabal asserts that the multiverse lacks inherent meaning or purpose.
Despite (and because of) this seeming nihilism, they find solace in creating their own purpose by aiding others. They believe that with the multiverse being indifferent and chaotic, it falls upon them to bring kindness and relief to its inhabitants.
Factol Lhar spearheads efforts to provide aid and relief to Sigil’s often-suffering citizens with initiatives like free community kitchens.
Role In Sigil
Their stronghold is the Gatehouse, which serves as a sanctuary and hospital. Here, they treat those tormented by planar anomalies and provide refuge to any in distress. Many Bleakers dedicate themselves to aiding those mentally and physically scarred by the dangers of the Outer Planes.
In A Campaign
In a D&D campaign set in Sigil, players might seek the Bleakers for healing from planar afflictions. They could also be drawn into the political drama of Sigil, as the Bleak Cabal’s charitable activities can rub certain factions the wrong way.
The Doomguard
Epithet |
Sinkers |
---|---|
Allies |
Bleak Cabal, Heralds of Dust |
Enemies |
Fraternity of Order, Harmonium |
Attire |
Bones and elements of decay—such as rust. |
Aligned Plane |
Elemental Chaos |
The Doomguard embraces the inevitable end of the multiverse, viewing all existence as destined for decay and destruction.
They believe that though entropy cannot be rushed and will come to fruition in its own time, each act of creation inevitably stems from destruction of some form.
Factol Pentar is a fearless leader who often finds herself tussling with the law-enforcing Harmonium.
Role In Sigil
Operating from the Armory, the Doomguard oversees the majority of Sigil’s weapons production and trade. This gives them significant sway in Sigil’s politics.
In A Campaign
In a D&D campaign set in Sigil, players may interact with the Doomguard when trying to procure weapons. They might also be thrust into the midst of their ongoing tussles with factions like the Harmonium.
Fated
Epithet |
Takers |
---|---|
Allies |
– |
Enemies |
Harmonium, Society of Sensation |
Attire |
Lavish embroidered outfits, intricate hairstyles, and a golden hourglass representing that time equates to money. |
Aligned Plane |
Ysgard |
The Fated believes that the multiverse belongs to those strong enough to take whatever they want from it.
They argue that individuals are responsible for seizing their own power and earning their own happiness, scoffing at notions of fate and divine will. Naturally, they are often perceived as cold and selfish, and their assistance almost always comes with strings attached.
Factol Rowan Darkwood freely utilizes his control over Sigil’s financial infrastructure to generously reward those that can provide him with intel over rival factions.
Role In Sigil
Operating from the Hall of Records, the Fated serve as Sigil’s tax collectors. Their uncompromising and brutal approach to debt collection and property seizure often makes them feared and disliked in the city.
In A Campaign
In a D&D campaign set in Sigil, players might encounter the Fated when dealing with finances or seeking information. They might become embroiled in the faction’s power plays or find themselves needing to negotiate with the Takers for money, crucial resources, or information.
The Fraternity of Order
Epithet |
Guvners |
---|---|
Allies |
Harmonium, Mercykillers |
Enemies |
Hands of Havoc |
Attire |
Tall distinctive hats, matching robes, and usually accompanied by small creatures like mephits, imps, and homunculi to carry their tomes. |
Aligned Plane |
Mechanus |
The Guvners seek truth through understanding the multiverse’s underlying laws.
They believe that laws epitomize power; thus, knowledge about these laws grants one ultimate authority.
In the eyes of the Fraternity, laws are categorized into three tiers. The basic tier consists of Rules—laws governing humanoid behavior. Above this are the Laws, encompassing natural laws and divine edicts. At the pinnacle are the Axioms, vast laws that grant the gods their might. Mastery of all Axioms theoretically grants control over the entire multiverse.
Factol Hashkar is the chief authority in Sigil’s judiciary system. An expert in laws, his understanding of at least one Axiom is believed to be the source of his potent magical powers.
Role In Sigil
The Guvners are tasked with examining, studying, and passing judgment based on the city’s laws. They also keep meticulous documentation about portals and keys in Sigil.
In A Campaign
In a D&D campaign set in Sigil, players could interact with the Guvners when dealing with legal matters or seeking knowledge about the city’s countless portals. The detailed records and vast information held by this faction could either aid or obstruct the players in their quests to establish a foothold in Sigil.
Hands of Havoc
Epithet |
Wreakers |
---|---|
Allies |
Bleak Cabal, Doomguard |
Enemies |
None explicitly mentioned, but implied bureaucratic factions |
Attire |
Singed clothing adorned with medical supplies and smoking lanterns, often concealed with masks, goggles, and scarves. |
Aligned Plane |
Limbo |
The Hands of Havoc symbolize rebellion and renewal.
As passionate advocates for change, they target outdated and oppressive institutions and infrastructures, tearing them down to make way for newer and more modern replacements. They have a deep-seated aversion to strict laws and bureaucracies that they view as more self-serving than public-serving.
Wreakers refuse to crown a permanent leader, and the title of Factol is a fleeting mantle, transferred frequently among members.
Their fervor for freedom and self-expression has been the foundation for many of Sigil’s artistic, literary, and musical movements.
Role In Sigil
Fittingly, the Hands of Havoc shun any formal designation in Sigil. They can sometimes be found infiltrating other factions to spy on and take down any institutions that become too powerful or complacent.
In A Campaign
In a D&D campaign set in Sigil, players might encounter the Hands when rallying against oppressive forces or exploring the city’s artistic scene. The faction’s guerilla-style operations and ever-changing leadership might make them unpredictable allies or foes.
Harmonium
Epithet |
Hardheads |
---|---|
Allies |
Fraternity of Order, Mercykillers |
Enemies |
Hands of Havoc |
Attire |
Red plate armor adorned with bladed pauldrons; short, practical haircuts. |
Aligned Plane |
Arcadia |
The Harmonium believes in a black-and-white dichotomy between peace and war.
For them, true peace, an ideal multiversal state, can only flourish when there are no disagreements. As such, they are committed to eliminating all conflict and upholding the peace of the city and are willing to take increasingly drastic measures to do so.
Factol Sarin has a reputation as a tough, dignified, and honorable guard captain who takes a personal interest in all new recruits.
Role In Sigil
Hardheads engage in rigorous training, patrol the city to apprehend law-breakers, and diligently record each arrest in Sigil. Alongside the Fraternity of Order and the Mercykillers, they oversee a seamless chain of apprehension, trial, and retribution.
In A Campaign
In a D&D campaign set in Sigil, players are bound to encounter the Harmonium, which serves as the city’s guard. Their strong belief in peace and order might lead them to either become the player’s staunch allies or worst enemies, depending on the players’ actions and motivations.
Heralds of Dust
Epithet |
Dusters |
---|---|
Allies |
Bleak Cabal, Doomguard |
Enemies |
Mind’s Eye, Society of Sensation |
Attire |
Somber garb resembling gravediggers, morticians, or undead in rags. |
Aligned Plane |
Hades |
The Heralds of Dust perceive the multiverse as part of an afterlife: every entity is essentially already dead, and the life we know is just an early phase of death.
They work towards an understanding of the multi-faceted journey through this afterlife, culminating in what they term as the “True Death“—an exalted state that transcends the confines of the multiverse. They believe passion and hope for life are only anchors and hindrances and aim to shed both.
Factol Skall is an ancient connoisseur of this philosophy and an advocate of apathy. He often enlists adventurers to augment his vast knowledge or to lay the dead to rest.
Role In Sigil
The Heralds of Dust tend to the Mortuary, which triples as the morgue, funeral home, and cemetery of the city of Sigil. Almost all of Sigil’s dead are kept here, for investigation if necessary, then processing and burial.
In A Campaign
In a D&D campaign set in Sigil, players may find themselves amidst the chilling air of the Mortuary for many reasons—perhaps while investigating clues tied to the dead.
Turn of Fortune’s Wheel, the published Planescape adventure for D&D 5E, provides some insight into the areas of the Mortuary and interactions with Dusters.
Mercykillers
Epithet |
Jailers |
---|---|
Allies |
Harmonium |
Enemies |
Hands of Havoc, Mind’s Eye, Society of Sensation |
Attire |
Ominous, bladed armor adorned with manacles; faces hidden behind masks or hoods, symbolizing the impersonal nature of justice. |
Aligned Plane |
Acheron |
The Mercykillers live by the anthem of unyielding justice. They assert that no one, regardless of status or intent, stands above the law.
Fittingly, the Mercykillers try to kill any trace of mercy within them, regarding it as weakness. They aim to execute punishment without regard to pleas or personal biases.
While they don’t frame the rules or apprehend violators—that’s for the Harmonium—Jailers act post-verdict to ensure punishments are meted out without any leniency. Interestingly, however, they believe that they are entitled to exemption from the law while they are executing said justice.
Factol Alisohn Nilesia uses powers of divination to unerringly track escapees and personally oversee every punishment doled out to prisoners.
Role In Sigil
Anchored in the fortress known as the Prison, the Mercykillers house and punish those found guilty by Sigil’s judicial system.
In A Campaign
In a D&D campaign set in Sigil, players may cross paths with the Mercykillers during investigations or while seeking information about a particular inmate. Encounters might range from fights due to conflicting ideologies to indirect confrontations, such as navigating the bureaucratic prison system.
Mind’s Eye
Epithet |
Seekers |
---|---|
Allies |
Athar, Fraternity of Order |
Enemies |
Bleak Cabal, Heralds of Dust |
Attire |
Sleek and opalescent robes, adorned with intricate metalwork. |
Aligned Plane |
The Outlands |
The Mind’s Eye champions the path of self-realization through experience and exploration.
By embracing the vastness of the multiverse, they believe one can refine themselves and even grow powerful enough to mold reality and achieve divinity. They firmly believe in experimental learning over formal study, advocating for fully exploring the multiverse’s challenges and wonders.
Factol Saladryn, a powerful mage, pivots the faction around crafting and creativity, using these values as tools for personal and collective growth.
Role In Sigil
Situated in the Great Foundry, the Seekers produce essential tools and components for the rest of the city. Their origins trace back to the merging of two factions: the Believers in the Source and the Sign of One, both of which believed in the potential ascension to divine power.
In A Campaign
In a D&D campaign set in Sigil, players might liaise with the Mind’s Eye when seeking specialized tools or machinery or during quests centered around divine mysteries and personal evolution.
Society of Sensation
Epithet |
Sensates |
---|---|
Allies |
Mind’s Eye |
Enemies |
Fated |
Attire |
Flowing, vibrant attire adorned with floral embellishments and glasswork. |
Aligned Plane |
Arborea |
The Society of Sensation champions living through a diverse spectrum of experiences to grasp the essence of the multiverse.
For Sensates, truth is found in the tangible—from the ecstatic highs to the profound lows, not just pleasurable sensations. Though often viewed as vapid and hedonistic, Sensates delve into the entirety of life’s offerings, seeking depth and understanding.
Factol Erin Darkflame Montgomery advocates for, and steers Sensates in pursuit of, a balanced exploration of life, experiencing not just pleasure but every facet of existence. His distaste for the Fated often leads to factional disputes.
Role In Sigil
Occupying the Civic Festhall, the Society of Sensation offers respite and entertainment to Sigil’s denizens. They are known to host festivities and feasts here, as well as shows and exhibits of different sensations and experiences.
In A Campaign
In a D&D campaign set in Sigil, players might find themselves attending a Sensate event or partaking in their experimental experiences at the Civic Festhall.
Transcendent Order
Epithet |
Ciphers |
---|---|
Allies |
– |
Enemies |
– |
Attire |
Agile, minimalist wear suited for movement. |
Aligned Plane |
Elysium |
The Transcendent Order believes in achieving complete unity of mind and body. Through rigorous discipline, they strive for a seamless connection between thought and action, aiming to act on instinct alone.
Factol Rhys assumed leadership when his predecessor achieved this transcendence and suddenly vanished on the spot. He empowers Ciphers in their relentless pursuit of perfection with helpful direction.
Role In Sigil
In the Great Gymnasium, Ciphers hone their skills, encompassing athletics to arts, emphasizing instinct over conscious thought. They are largely neutral and rarely form alliances, yet they remain respected and unopposed in Sigil.
In A Campaign
In a D&D campaign set in Sigil, players might engage with the Transcendent Order to master a skill or art or delve into the mystery surrounding the previous factol’s comical and strange disappearance.