Every Ascended Factions Of Sigil In DnD: Planescape, Explained

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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.


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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

Dungeons & Dragons - Factols Hashkar, Darkwood, and Rhys, along with other Sigil leaders, debate in the Hall of Speakers
Faction Agents by Taras Susak

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

Dungeons & Dragons - Intricately carved fountains and crystal pools decorate the grounds leading to the opulent Civic Festhall

Civic Festhall by Calder Moore

Faction

Beliefs

Typical Members

Role in Sigil

Athar

  • The gods are frauds and not deserving of worship.
  • Anyone can ascend to godhood.
  • If there is an entity that oversees our multiverse, they would be unknowable and incomprehensible.

Disillusioned / former devouts, skeptics


Members are called Defiers.

Surveillance / spy network that keeps religious institutions in check.

Bleak Cabal

  • There is no greater truth or meaning to the multiverse.
  • We must derive our own truths from our fleeting existences.
  • Because the multiverse is so unkind, it is our duty to be kind in its stead.

Healers, nihilists


Members are called Bleakers.

Hub of healing, sanctuary, and respite to any who need shelter.

Doomguard

  • Nothing lasts forever, not even the gods.
  • Decay and entropy are natural occurrences to be fostered in their own time.
  • Every act of creation is intrinsically tied to destruction.

Soldiers, weaponsmiths


Members are called Sinkers.

Controls and oversees the production and sale of weapons in the city.

Fated

  • Everything in the multiverse belongs to those with the strength to take it.
  • Destiny and divine will are excuses used by those too weak to make their own fate.
  • It takes determination, effort, and—sometimes—blood to seize greatness.

Bullies, moguls, warlords


Members are called Takers.

Ruthless and aggressive tax / debt collectors.

Fraternity of Order

  • Laws represent power; knowledge is power; therefore, knowledge of laws is the ultimate power.
  • After understanding laws, individuals can exploit or break them under the right circumstances.
  • The path to ruling the multiverse lies in understanding the laws that give the gods their power.

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

  • Outdated and oppressive institutions should be burned to the ground to make way for something new
  • Rigid laws, especially those that serve bureaucracies more than the people, must be abolished
  • Freedom and self-expression should fuel artistic innovation

Anarchists, arsonists, freedom fighters


Members are called Wreakers.

Fittingly, no “official” role. Infiltrate other factions and sabotage them when they become too powerful.

Harmonium

  • Peace is the perfect state of the multiverse, and all disagreements cause instability.
  • The multiverse must be unified into peace, no matter what the cost.
  • Many members believe laws must be ruthlessly enforced to maintain peace, without flexibility or compassion.

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

  • Everyone is already dead, and the multiverse is a perverse afterlife.
  • Only by casting aside hope and passion for our current “lives” can we achieve “True Death,” a state of transcendence.
  • Undeath is a precursor to “True Death”.

Corpse-collectors, undead


Members are called Dusters.

Manage the Mortuary—Sigil’s all-in-one morgue, funeral home, and tomb.

Mercykillers

  • Cold, unfaltering justice is absolute, and no one is above it.
  • Mercy is an exploitable weakness and must be eradicated.
  • They are absolved of any wrongdoing during their relentless pursuit of justice.

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

  • Only by exploring the challenges and wonders of the multiverse can we fully realize our potential
  • By doing so, we can achieve the power of the gods and shape reality to our will.
  • Learning based on observation and experimentation is more effective than formal study.

Inventors, guides, wanderers


Members are called Seekers.

Oversee the creation of tools, parts, and machinery in the Great Foundry.

Society of Sensation

  • The multiverse should be perceived by experiencing every feeling and thought.
  • Every facet of sensation should be experienced, not only the pleasurable ones.
  • To dwell on one endeavor is to deny the truth of existence.

Artists, entertainers, revelers


Members are called Sensates.

Host festive and unique experiences at the Civic Festhall to provide joy and diversion.

Transcendent Order

  • To attain a higher state of being, one’s mind and body must be unified until thoughts and actions are one.
  • Those who act on instinct alone can achieve perfection.
  • Pursue endeavors to perfection until the body no longer needs the mind to guide it.

Athletes, daredevils, rescuers


Members are called Ciphers.

Supervise and run the Grand Gymnasium, where members can train their bodies.

Athar

Dungeons & Dragons - Symbol of the Athar faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Bleak Cabal faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Doomguard faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Fated faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Fraternity of Order faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Hands of Havoc faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Harmonium faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Heralds of Dust faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Mercykillers faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Mind's Eye faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Society of Sensations faction; example of faction member in foreground

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

Dungeons & Dragons - Symbol of the Transcendent Order faction; example of faction member in foreground

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.

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